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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-31T19:49:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shearer&amp;diff=150725</id>
		<title>v0.31:Shearer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shearer&amp;diff=150725"/>
		<updated>2011-06-26T05:26:18Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* See Also */ edit to link text [cleanup]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:50, 28 February 2011 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Shearer&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Shearing}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* {{k|s}} Shear Creature&lt;br /&gt;
| workshop = &lt;br /&gt;
* {{L|Farmer's workshop}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Shearer''' is the {{L|skill}} associated with the {{L|shearing}} {{L|labor}}. Shearers shear the {{L|wool}} from creatures in a {{L|farmer's workshop}}. There are a handful of animals that can be sheared in-game, including {{L|sheep}}, {{L|llama|llamas}}, {{L|alpaca|alpacas}}, and {{L|troll|trolls}}. Wool can be spun into {{L|yarn}}, which in turn can be used to make {{L|cloth}} at a {{L|loom}}.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* {{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=78841</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=78841"/>
		<updated>2010-04-02T21:14:21Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: Added a notice re: the new version and incompleteness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;text-align: center; color: red; font-weight: bold;&amp;quot;&amp;gt;Please note that, due to the recent new release, many pages are incomplete or empty. Contribute if you can!&amp;lt;/p&amp;gt;&lt;br /&gt;
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Welcome to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious schools of [[carp]]. The wiki currently has '''{{NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] &amp;lt;small&amp;gt;''(recent)''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Your first fortress]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''*&amp;amp;nbsp;[[Video tutorials]]&amp;amp;nbsp;*'''       &lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[The Non-Dwarf's Guide to Rock|Non-Dwarf's Guide to Rock]]&amp;amp;nbsp;* &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Starting build]]s&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
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| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known bugs and issues]]&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3286986 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread]&lt;br /&gt;
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| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
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|-&lt;br /&gt;
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| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
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| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:DF2010_2.png&amp;diff=62164</id>
		<title>File talk:DF2010 2.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:DF2010_2.png&amp;diff=62164"/>
		<updated>2010-02-01T16:22:34Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: Created page with 'I think he likes olivine... --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think he likes olivine... --[[User:Solarshado|Solarshado]] 16:22, 1 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wagon_(embark)&amp;diff=24564</id>
		<title>40d Talk:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wagon_(embark)&amp;diff=24564"/>
		<updated>2009-09-24T17:55:10Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Multiple Wagons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cliff climbing wagons? ==&lt;br /&gt;
&lt;br /&gt;
Alright. I'm just playing a great map with a open magma vent hell'uva lot of magnetite, when some humans arrived. I had long prepared my self for their precious wagons and had rebuilt the whole path leading to my main entrance, where my trade depots are. At the beginning they were somewhat chaotic in their pathfinding, but I was just clearing some trees to make access to my depots more direct, so I wrote that off as an oddity relating to that. However, soon I noticed that the wagons were following their old path. The thing is, I had dug out the old ramps leading to my entrance, so that the old path was no longer usable. Strangely enough it didn't bother the wagons. They simply climbed the cliffs and acted like it was totally normal for wagons to climb 90* cliffs. Freaky... At least no good were lost or damaged and those damned Fire Imps didn't put em on fire! Ugh... Hate those buggers. [[User:Noctis|Noctis]] 11:11, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They're no longer very slow as of 33b. --[[User:Geofferic|Geofferic]] 01:58, 19 November 2007 (EST)&lt;br /&gt;
: I just suffered from a slow wagon on the current version 40d that disrupted trading completely.  It was the first Dwarven caravan of a new fort too. --[[User:FJH|FJH]] 18:39, 1 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple Wagons ==&lt;br /&gt;
I was playing around with cheatomatic and i brought a few thousand items with me for my starting fortress. I ended up with five wagons! [[User:Diabl0658|Diabl0658]] 03:03, 8 January 2008 (EST)&lt;br /&gt;
:Yea. The game doesn't actually try to pack *EVERYTHING* in one wagon, and distributes them as humans bringing the same goods would. --[[User:N9103|Edward]] 05:15, 8 January 2008 (EST)&lt;br /&gt;
::All right - so how many rocks (which are 3 points each) do I need to bring to get a second wagon? If it is less than 30 - it's a cheap way of getting an extra 2 beasts of burden.[[User:GarrieIrons|GarrieIrons]] 20:23, 9 February 2008 (EST)&lt;br /&gt;
:::Spending all points on lead bars didn't get me a second wagon. Nor did spending it all on basalt. It is not less than 30. It is in fact more than 600. Brought 2060 seeds. Also only one wagon although thats probably because they ended up in 21 bags.&lt;br /&gt;
::::Pretty sure that the number of wagons you get is based more on variety (due to an entire unit of storage being taken, wether in barrel or bag, for the min or max. e.g. those 21 bags were what determined the number of wagons. An easy way to get the second would probably be one each of anything cheap, working up. I don't know when the 2nd wagon kicks in, though it's probably over 100 storage units. --[[User:N9103|Edward]] 07:25, 13 February 2008 (EST)&lt;br /&gt;
:Does this work in the 3D version too? --[[User:Solarshado|Solarshado]] 17:55, 24 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What, did the wheels all fall off? ==&lt;br /&gt;
&lt;br /&gt;
All right... so I can come all the way from the capital, to pretty much the centre of my map.&lt;br /&gt;
&lt;br /&gt;
So '''why can't I move the wagon to where I want the entrance to the mine to be?'''&lt;br /&gt;
&lt;br /&gt;
Can somebody ''please'' confirm that my poor dwarves hauling everything from the centre of the wagon to the best spot for my mine to go is the only way of avoiding digging a hidey-hole, then the ''real deal''?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:48, 9 February 2008 (EST)&lt;br /&gt;
:Unfortunately so. [[User:VengefulDonut|VengefulDonut]] 10:33, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The only real influence you have on where the wagon will arrive is which biome is selected when embarking.--[[User:N9103|Edward]] 07:27, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:This supports the 70 Dwarves and a Catapult theory of settlement. --[[User:GreyMario|GreyMaria]] 16:22, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== dismantling ==&lt;br /&gt;
dismantling the wagon when its near the edge can make you lose a whole load of stuff... either because it falls off the map or because its in that 1-tile border :( just had to restart a game because of this [[User:Twiggie|Twiggie]] 14:18, 25 November 2008 (EST)&lt;br /&gt;
:i was bold and incorporated that --[[User:Höhlenschreck|Höhlenschreck]] 12:47, 26 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35507</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35507"/>
		<updated>2009-08-13T21:09:15Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Rings vs. spikes and so on */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disappearing Ecrusted Goods ==&lt;br /&gt;
&lt;br /&gt;
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)&lt;br /&gt;
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)&lt;br /&gt;
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encrusting Ammo ==&lt;br /&gt;
&lt;br /&gt;
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me. --[[User:Eurytus|Eurytus]] 23:39, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Encrusing ammo only increases its value, and it is currently bugged so that encrusted ammo is much more valuable than it should be.  [[User:Bouchart|Bouchart]] 09:52, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As an example, a stack of 25 iron bolts encrusted with topazes are worth over 10000 dwarfbucks. --[[User:Doniazade|Doniazade]] 10:24, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple gem decorations? ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item with more than one type of gem?  [[User:Gairabad|Gairabad]] 00:30, 18 December 2008 (EST)&lt;br /&gt;
:Yes.  Each gem type is a separate decoration. --[[User:Squirrelloid|Squirrelloid]] 01:17, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Base Item Material ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item made of &amp;lt;Material&amp;gt; with decorations made of &amp;lt;Same Material&amp;gt;? [[User:Rkyeun|Rkyeun]] 13:50, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;Yes&amp;gt;.--[[User:Maximus|Maximus]] 13:53, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of decorations ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what all the possible types of decoration are?  I assume you couldn't have the same type of decoration twice (even if the material used is different) but is that really true?  How do multiple decorations of different quality affect the quality tag that shows up on the item?--[[User:Jpwrunyan|Jpwrunyan]] 01:15, 29 January 2009 (EST)&lt;br /&gt;
:From the value page: Decorations include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is banded with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;.--[[User:Dorten|Dorten]] 01:57, 3 February 2009 (EST)&lt;br /&gt;
::Thank you!--[[User:Jpwrunyan|Jpwrunyan]] 02:26, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== sew image ==&lt;br /&gt;
&lt;br /&gt;
both clothiers and leatherworkers can sew images onto all the same materials.. as in, leatherworkers can sew on cloth and vice versa. bug? (v0.28.181.40d.)&lt;br /&gt;
:If I understand your question, the answer is No.  Why does this strike you as strange?  In real life you can have leather decorations on regular cloth.  You can also sow into (soft) leather.  Most leather jackets, for example, have a cloth liner.  Military clothes of any material will have insignia sewn on it.  You need to go clothes shopping some time!--[[User:Jpwrunyan|Jpwrunyan]] 05:41, 2 February 2009 (EST)&lt;br /&gt;
==Quality Question==&lt;br /&gt;
Anybody know if the decorations affect the damage done?  As in, which is better as a weapon:&amp;lt;br&amp;gt;&lt;br /&gt;
=(Sword)= &amp;lt;br&amp;gt;☼(Sword)☼ &amp;lt;br&amp;gt; or&amp;lt;br&amp;gt;-Sword-&amp;lt;br&amp;gt;--[[User:Kwieland|Kwieland]] 15:40, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You are talking bout the Quality of an item, wich does affect its damage, this is about studing it, wich does not.[[User:Corhen|Corhen]] 06:02, 6 June 2009 (UTC)&lt;br /&gt;
::Decorations do not.  Decorations can have quality as well as the weapon - decorations are outside the double angle-brackets, the item quality is within them. So if you have *&amp;lt;&amp;lt;+steel battle axe+&amp;gt;&amp;gt;*, you have a +steel battle axe+ with *decorations* on it.  Weapon quality modifiers are under [[Weapon#Damage calculation]]. (And, looking at the main page, I can't believe that this basic concept is not explained.)  Parentheses indicate something that you brought with you, that you did not create (not part of &amp;quot;created wealth, not until decorated - then it all counts.)  --[[User:Albedo|Albedo]] 11:09, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== decorating armor ==&lt;br /&gt;
&lt;br /&gt;
I posted this at the jeweler's workshop but will ask here as well.&lt;br /&gt;
Is there some trick to getting Armor decorated, particularly with gems?&lt;br /&gt;
I had my armor in an armor stockpile locked behind doors with my jeweler and his workshop but when I selected encrust finished goods, he didn't do anything.&lt;br /&gt;
Is it because the stockpile has to be a finished goods stockpile???  What gives?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 03:55, 26 July 2009 (UTC)&lt;br /&gt;
: Objects can be studded with various metals at a metalsmith's forge. Requires metalcrafting. This does not require fuel. '''Metal studs are the only way to decorate weapons and metal armor.''' So if it is metal armor... --[[User:Karl|Karl]] 07:03, 26 July 2009 (UTC)&lt;br /&gt;
::I don't mean to sound rude but can you tell how you verified that?  I haven't seen that about decorating armor until now.  And on the bay12 forum one poster talked explicitely about encrusting his armor with gems.  Was he just full of poo?--[[User:Jpwrunyan|Jpwrunyan]] 03:53, 13 August 2009 (UTC)&lt;br /&gt;
:::Was (s)he talking about an artifact? They can get all kinds of crazy... --[[User:Solarshado|Solarshado]] 21:05, 13 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rings vs. spikes and so on ==&lt;br /&gt;
&lt;br /&gt;
The page says that the type of decoration doesn't affect the value, but I read a few weeks ago on the forum that each race (possibly civ, I forget) has preferences for decoration types. The poster discovered the effect when trading. I haven't tried it myself, but I do recall seeing something in one of the RAWs about it. --[[User:Solarshado|Solarshado]] 21:09, 13 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35506</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35506"/>
		<updated>2009-08-13T21:08:55Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Rings vs. spikes and so on */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disappearing Ecrusted Goods ==&lt;br /&gt;
&lt;br /&gt;
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)&lt;br /&gt;
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)&lt;br /&gt;
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encrusting Ammo ==&lt;br /&gt;
&lt;br /&gt;
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me. --[[User:Eurytus|Eurytus]] 23:39, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Encrusing ammo only increases its value, and it is currently bugged so that encrusted ammo is much more valuable than it should be.  [[User:Bouchart|Bouchart]] 09:52, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As an example, a stack of 25 iron bolts encrusted with topazes are worth over 10000 dwarfbucks. --[[User:Doniazade|Doniazade]] 10:24, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple gem decorations? ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item with more than one type of gem?  [[User:Gairabad|Gairabad]] 00:30, 18 December 2008 (EST)&lt;br /&gt;
:Yes.  Each gem type is a separate decoration. --[[User:Squirrelloid|Squirrelloid]] 01:17, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Base Item Material ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item made of &amp;lt;Material&amp;gt; with decorations made of &amp;lt;Same Material&amp;gt;? [[User:Rkyeun|Rkyeun]] 13:50, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;Yes&amp;gt;.--[[User:Maximus|Maximus]] 13:53, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of decorations ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what all the possible types of decoration are?  I assume you couldn't have the same type of decoration twice (even if the material used is different) but is that really true?  How do multiple decorations of different quality affect the quality tag that shows up on the item?--[[User:Jpwrunyan|Jpwrunyan]] 01:15, 29 January 2009 (EST)&lt;br /&gt;
:From the value page: Decorations include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is banded with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;.--[[User:Dorten|Dorten]] 01:57, 3 February 2009 (EST)&lt;br /&gt;
::Thank you!--[[User:Jpwrunyan|Jpwrunyan]] 02:26, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== sew image ==&lt;br /&gt;
&lt;br /&gt;
both clothiers and leatherworkers can sew images onto all the same materials.. as in, leatherworkers can sew on cloth and vice versa. bug? (v0.28.181.40d.)&lt;br /&gt;
:If I understand your question, the answer is No.  Why does this strike you as strange?  In real life you can have leather decorations on regular cloth.  You can also sow into (soft) leather.  Most leather jackets, for example, have a cloth liner.  Military clothes of any material will have insignia sewn on it.  You need to go clothes shopping some time!--[[User:Jpwrunyan|Jpwrunyan]] 05:41, 2 February 2009 (EST)&lt;br /&gt;
==Quality Question==&lt;br /&gt;
Anybody know if the decorations affect the damage done?  As in, which is better as a weapon:&amp;lt;br&amp;gt;&lt;br /&gt;
=(Sword)= &amp;lt;br&amp;gt;☼(Sword)☼ &amp;lt;br&amp;gt; or&amp;lt;br&amp;gt;-Sword-&amp;lt;br&amp;gt;--[[User:Kwieland|Kwieland]] 15:40, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You are talking bout the Quality of an item, wich does affect its damage, this is about studing it, wich does not.[[User:Corhen|Corhen]] 06:02, 6 June 2009 (UTC)&lt;br /&gt;
::Decorations do not.  Decorations can have quality as well as the weapon - decorations are outside the double angle-brackets, the item quality is within them. So if you have *&amp;lt;&amp;lt;+steel battle axe+&amp;gt;&amp;gt;*, you have a +steel battle axe+ with *decorations* on it.  Weapon quality modifiers are under [[Weapon#Damage calculation]]. (And, looking at the main page, I can't believe that this basic concept is not explained.)  Parentheses indicate something that you brought with you, that you did not create (not part of &amp;quot;created wealth, not until decorated - then it all counts.)  --[[User:Albedo|Albedo]] 11:09, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== decorating armor ==&lt;br /&gt;
&lt;br /&gt;
I posted this at the jeweler's workshop but will ask here as well.&lt;br /&gt;
Is there some trick to getting Armor decorated, particularly with gems?&lt;br /&gt;
I had my armor in an armor stockpile locked behind doors with my jeweler and his workshop but when I selected encrust finished goods, he didn't do anything.&lt;br /&gt;
Is it because the stockpile has to be a finished goods stockpile???  What gives?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 03:55, 26 July 2009 (UTC)&lt;br /&gt;
: Objects can be studded with various metals at a metalsmith's forge. Requires metalcrafting. This does not require fuel. '''Metal studs are the only way to decorate weapons and metal armor.''' So if it is metal armor... --[[User:Karl|Karl]] 07:03, 26 July 2009 (UTC)&lt;br /&gt;
::I don't mean to sound rude but can you tell how you verified that?  I haven't seen that about decorating armor until now.  And on the bay12 forum one poster talked explicitely about encrusting his armor with gems.  Was he just full of poo?--[[User:Jpwrunyan|Jpwrunyan]] 03:53, 13 August 2009 (UTC)&lt;br /&gt;
:::Was (s)he talking about an artifact? They can get all kinds of crazy... --[[User:Solarshado|Solarshado]] 21:05, 13 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rings vs. spikes and so on ==&lt;br /&gt;
&lt;br /&gt;
The page says that the type of decoration doesn't affect the value, but I read a few weeks ago on the forum that each race (possibly civ, I forget) has preferences for decoration types. The poster discovered the effect when trading. I haven't tried it myself, but I do recall seeing something in one of the RAWs about it.&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35505</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35505"/>
		<updated>2009-08-13T21:05:42Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* decorating armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disappearing Ecrusted Goods ==&lt;br /&gt;
&lt;br /&gt;
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)&lt;br /&gt;
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)&lt;br /&gt;
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encrusting Ammo ==&lt;br /&gt;
&lt;br /&gt;
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me. --[[User:Eurytus|Eurytus]] 23:39, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Encrusing ammo only increases its value, and it is currently bugged so that encrusted ammo is much more valuable than it should be.  [[User:Bouchart|Bouchart]] 09:52, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As an example, a stack of 25 iron bolts encrusted with topazes are worth over 10000 dwarfbucks. --[[User:Doniazade|Doniazade]] 10:24, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple gem decorations? ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item with more than one type of gem?  [[User:Gairabad|Gairabad]] 00:30, 18 December 2008 (EST)&lt;br /&gt;
:Yes.  Each gem type is a separate decoration. --[[User:Squirrelloid|Squirrelloid]] 01:17, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Base Item Material ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item made of &amp;lt;Material&amp;gt; with decorations made of &amp;lt;Same Material&amp;gt;? [[User:Rkyeun|Rkyeun]] 13:50, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;Yes&amp;gt;.--[[User:Maximus|Maximus]] 13:53, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of decorations ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what all the possible types of decoration are?  I assume you couldn't have the same type of decoration twice (even if the material used is different) but is that really true?  How do multiple decorations of different quality affect the quality tag that shows up on the item?--[[User:Jpwrunyan|Jpwrunyan]] 01:15, 29 January 2009 (EST)&lt;br /&gt;
:From the value page: Decorations include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is banded with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;.--[[User:Dorten|Dorten]] 01:57, 3 February 2009 (EST)&lt;br /&gt;
::Thank you!--[[User:Jpwrunyan|Jpwrunyan]] 02:26, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== sew image ==&lt;br /&gt;
&lt;br /&gt;
both clothiers and leatherworkers can sew images onto all the same materials.. as in, leatherworkers can sew on cloth and vice versa. bug? (v0.28.181.40d.)&lt;br /&gt;
:If I understand your question, the answer is No.  Why does this strike you as strange?  In real life you can have leather decorations on regular cloth.  You can also sow into (soft) leather.  Most leather jackets, for example, have a cloth liner.  Military clothes of any material will have insignia sewn on it.  You need to go clothes shopping some time!--[[User:Jpwrunyan|Jpwrunyan]] 05:41, 2 February 2009 (EST)&lt;br /&gt;
==Quality Question==&lt;br /&gt;
Anybody know if the decorations affect the damage done?  As in, which is better as a weapon:&amp;lt;br&amp;gt;&lt;br /&gt;
=(Sword)= &amp;lt;br&amp;gt;☼(Sword)☼ &amp;lt;br&amp;gt; or&amp;lt;br&amp;gt;-Sword-&amp;lt;br&amp;gt;--[[User:Kwieland|Kwieland]] 15:40, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You are talking bout the Quality of an item, wich does affect its damage, this is about studing it, wich does not.[[User:Corhen|Corhen]] 06:02, 6 June 2009 (UTC)&lt;br /&gt;
::Decorations do not.  Decorations can have quality as well as the weapon - decorations are outside the double angle-brackets, the item quality is within them. So if you have *&amp;lt;&amp;lt;+steel battle axe+&amp;gt;&amp;gt;*, you have a +steel battle axe+ with *decorations* on it.  Weapon quality modifiers are under [[Weapon#Damage calculation]]. (And, looking at the main page, I can't believe that this basic concept is not explained.)  Parentheses indicate something that you brought with you, that you did not create (not part of &amp;quot;created wealth, not until decorated - then it all counts.)  --[[User:Albedo|Albedo]] 11:09, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== decorating armor ==&lt;br /&gt;
&lt;br /&gt;
I posted this at the jeweler's workshop but will ask here as well.&lt;br /&gt;
Is there some trick to getting Armor decorated, particularly with gems?&lt;br /&gt;
I had my armor in an armor stockpile locked behind doors with my jeweler and his workshop but when I selected encrust finished goods, he didn't do anything.&lt;br /&gt;
Is it because the stockpile has to be a finished goods stockpile???  What gives?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 03:55, 26 July 2009 (UTC)&lt;br /&gt;
: Objects can be studded with various metals at a metalsmith's forge. Requires metalcrafting. This does not require fuel. '''Metal studs are the only way to decorate weapons and metal armor.''' So if it is metal armor... --[[User:Karl|Karl]] 07:03, 26 July 2009 (UTC)&lt;br /&gt;
::I don't mean to sound rude but can you tell how you verified that?  I haven't seen that about decorating armor until now.  And on the bay12 forum one poster talked explicitely about encrusting his armor with gems.  Was he just full of poo?--[[User:Jpwrunyan|Jpwrunyan]] 03:53, 13 August 2009 (UTC)&lt;br /&gt;
:::Was (s)he talking about an artifact? They can get all kinds of crazy... --[[User:Solarshado|Solarshado]] 21:05, 13 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Technical_tricks&amp;diff=14663</id>
		<title>40d:Technical tricks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Technical_tricks&amp;diff=14663"/>
		<updated>2009-08-13T20:24:53Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Sound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
In order to configure Dwarf Fortress to your liking you need to edit a text-file containing the settings, namely '''init.txt''', or the ''init file''.&lt;br /&gt;
&lt;br /&gt;
== Locating your configuration file ==&lt;br /&gt;
Your configuration file is called ''init.txt'' and is stored in the ''[installation folder]\data\init'' folder ([installation folder] is the folder where you installed Dwarf Fortress).&lt;br /&gt;
&lt;br /&gt;
== Editing the configuration file ==&lt;br /&gt;
You can edit the file with any text editor of your choice, Notepad works very well.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
There are a number of settings in Dwarf Fortress that you can alter to your liking:&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
*[SOUND:ON]&lt;br /&gt;
Change this to ''OFF'' in order to turn off the sound and music.&lt;br /&gt;
&lt;br /&gt;
(Note: This will completely disable the sound/music, you won't be able to adjust the volume through the {{k|esc}} menu. It ''might'' give you a slight FPS boost, though.)&lt;br /&gt;
&lt;br /&gt;
=== Volume ===&lt;br /&gt;
*[VOLUME:255]&lt;br /&gt;
Sets the default volume. &lt;br /&gt;
&lt;br /&gt;
=== Intro ===&lt;br /&gt;
*[INTRO:ON]&lt;br /&gt;
Change this to ''OFF'' in order to skip the intro movies.&lt;br /&gt;
&lt;br /&gt;
===Windowed/Fullscreen===&lt;br /&gt;
[WINDOWED:PROMPT]&lt;br /&gt;
Can be YES, NO or PROMPT.  YES sets the game to Windowed mode.&lt;br /&gt;
&lt;br /&gt;
=== Embark options ===&lt;br /&gt;
*[INITIAL_SAVE:NO]&lt;br /&gt;
Set this to YES if you want the game to automatically create a save on embark&lt;br /&gt;
&lt;br /&gt;
*[PAUSE_ON_LOAD:NO]&lt;br /&gt;
Set this to YES if you want the game to start paused whenever you load a fortress.&lt;br /&gt;
&lt;br /&gt;
*[EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
Setting this to YES will make the game always ask if you are sure you want to embark in a spot.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_EMBARK_RIVER:FINDER] : underground rivers&lt;br /&gt;
*[SHOW_EMBARK_POOL:FINDER] : underground pools&lt;br /&gt;
*[SHOW_EMBARK_M_PIPE:FINDER] : magma pipes&lt;br /&gt;
*[SHOW_EMBARK_M_POOL:FINDER] : magma pools&lt;br /&gt;
*[SHOW_EMBARK_CHASM:FINDER] : chasms&lt;br /&gt;
*[SHOW_EMBARK_PIT:FINDER] : bottomless pits&lt;br /&gt;
*[SHOW_EMBARK_OTHER:FINDER] : Hidden Fun Stuff&lt;br /&gt;
*[SHOW_EMBARK_TUNNEL:FINDER] : tunnels constructed by dwarves, like a road but underground&lt;br /&gt;
These can be set to FINDER to only appear in the site finder, to ALWAYS to be shown on the local screen as well, or to NO if you don't want to be able to find something even in the site finder.&lt;br /&gt;
&lt;br /&gt;
=== The game window ===&lt;br /&gt;
*[TOPMOST:NO]&lt;br /&gt;
Set this to yes to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDX:640]&lt;br /&gt;
*[WINDOWEDY:300]&lt;br /&gt;
*[FONT:curses_640x300.bmp]&lt;br /&gt;
This is the size and font for windowed mode. You can alter this however you want but please note that changing these values does not change the number of tiles displayed at once. To modify the number of tiles displayed at once you need to modify the GRID values in the previous section.&lt;br /&gt;
&lt;br /&gt;
In order to keep aspect ratio, multiply the value of WINDOWEDY with 2.133333333 to get the correct WINDOWEDX. You can also multiply WINDOWEDX with 0.46875 to get the correct WINDOWEDY value.&lt;br /&gt;
&lt;br /&gt;
You should change the font to ''curses_800x600.bmp'' if you increase the windowed size considerably. Despite the name, the font works both with 800x600 and 800x300 aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Running in a 1280x600 window, using the 'curses_640x300.bmp' font, will give an evenly stretched font, and an almost square aspect ratio. For an even more square aspect ratio, try 1600x600 (or 800x300) with the 'curses_800x600.bmp' font.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENX:800]&lt;br /&gt;
*[FULLSCREENY:600]&lt;br /&gt;
*[FULLFONT:curses_800x600.bmp]&lt;br /&gt;
&lt;br /&gt;
The same as above, only for fullscreen mode. Be sure you only use modes supported by your monitor!&lt;br /&gt;
&lt;br /&gt;
There are also several custom [[tilesets]] available on the wiki.&lt;br /&gt;
&lt;br /&gt;
=== The look of the game ===&lt;br /&gt;
*[BLACK_SPACE:NO]&lt;br /&gt;
Set this to ''YES'' and the tiles will not be stretched, but will instead be centralized and then surrounded by black space.&lt;br /&gt;
&lt;br /&gt;
*[VARIED_GROUND_TILES:YES]&lt;br /&gt;
Set this to ''NO'' in order to only have periods (.) as ground tiles. If set to ''YES'' the game will randomly use ,.`' to represent ground.&lt;br /&gt;
&lt;br /&gt;
*[GRID:80:25]&lt;br /&gt;
*[FULLGRID:80:25]&lt;br /&gt;
These are the dimensions in tiles of the display grid.  Minimum x is 80.  Minimum y is 25.  Maximums are 200. The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window.  With the ''curses_800x600.bmp'' font, the tiles are 10x12, so with a window size of 800x600, a grid size of 80x50 works nicely. FULLGRID is used in full screen mode, whether graphics is on or not.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS:NO]&lt;br /&gt;
*[GRAPHICS_WINDOWEDX:1280]&lt;br /&gt;
*[GRAPHICS_WINDOWEDY:400]&lt;br /&gt;
*[GRAPHICS_FONT:curses_square_16x16.bmp]&lt;br /&gt;
*[GRAPHICS_FULLSCREENX:1280]&lt;br /&gt;
*[GRAPHICS_FULLSCREENY:800]&lt;br /&gt;
*[GRAPHICS_FULLFONT:curses_square_16x16.bmp]&lt;br /&gt;
*[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.&lt;br /&gt;
&lt;br /&gt;
*[NICKNAME_DWARF:CENTRALIZE]&lt;br /&gt;
*[NICKNAME_ADVENTURE:CENTRALIZE]&lt;br /&gt;
*[NICKNAME_LEGENDS:CENTRALIZE]&lt;br /&gt;
Use these settings to configure how nicknames are displayed in each mode of the game. REPLACE_FIRST replaces the first name of the dwarf with its nickname, CENTRALIZE puts the nickname between the first and last name of the dwarf and REPLACE_ALL replaces the original name completely with the nickname.&lt;br /&gt;
&lt;br /&gt;
*[SKY:178:3:0:0]&lt;br /&gt;
This controls the display of areas that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
*[CHASM:250:0:0:1]&lt;br /&gt;
As above, for inside/subterranean areas.&lt;br /&gt;
&lt;br /&gt;
*[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
Set this to YES to display fluids as numbers indicating depth.&lt;br /&gt;
&lt;br /&gt;
*[FPS:NO]&lt;br /&gt;
Change this to YES if you want to see an FPS counter. Currently does not function on macs.&lt;br /&gt;
&lt;br /&gt;
=== Colors ===&lt;br /&gt;
&lt;br /&gt;
All the color values at the end of the ''init.txt'' file is used to control how the game represents that particular color. If you for instance alter [BLACK_R], [BLACK_G] and [BLACK_B] to 255 the color black will be represented by white in the game.&lt;br /&gt;
&lt;br /&gt;
You can replace your colors with any scheme you would like.  There are a variety of pre-made schemes available on the [[color schemes]] page.&lt;br /&gt;
&lt;br /&gt;
=== Input ===&lt;br /&gt;
* [KEY_HOLD_MS:150]&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game. Increase this if the game seems to repeat your instructions even if you only (intended to) press the key once.&lt;br /&gt;
&lt;br /&gt;
Recent versions of the game have been tweaked to ignore repeat presses in most situations (outside of menus and scrolling), so this isn't so important now.&lt;br /&gt;
&lt;br /&gt;
If you do need to adjust this, do so in small increments. A change of 25-50 should be more than enough. Any more and you slow down your scrolling considerably.&lt;br /&gt;
&lt;br /&gt;
*[MORE:YES]&lt;br /&gt;
*[DISPLAY_LENGTH:23]&lt;br /&gt;
This controls &amp;quot;more&amp;quot; in adventure mode. If MORE is set to ''NO'', all announcements will be skipped. DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&lt;br /&gt;
&lt;br /&gt;
*[MOUSE:YES]&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
=== Game Changers and Performance Enhancers ===&lt;br /&gt;
For more detail on how to boost game speed through editing init.txt, see [[Maximizing framerate]].&lt;br /&gt;
&lt;br /&gt;
*[PARTIAL_PRINT:YES:2]&lt;br /&gt;
This is an option that sets the game to only refresh parts of the screens that need it. This can greatly increase your fps, but only seems to function on certain systems. Using a higher value than 2 may be necessary for it to work (many players report it working when it's set one higher than their [G_FPS_CAP]).  Seems to work better on macs than on other systems.&lt;br /&gt;
&lt;br /&gt;
*[TEMPERATURE:YES]&lt;br /&gt;
*[WEATHER:YES]&lt;br /&gt;
*[ECONOMY:YES]&lt;br /&gt;
*[INVADERS:YES]&lt;br /&gt;
*[CAVEINS:YES]&lt;br /&gt;
*[ARTIFACTS:YES]&lt;br /&gt;
&lt;br /&gt;
Do exactly what they say, turn on or off temp, weather, economy, invaders, caveins, and artifacts.  It has been suggested to turn off Temperature and Weather for increased performance, as both do have every-frame calculations (temperatures are flows!)&lt;br /&gt;
&lt;br /&gt;
*[PATH_COST:1:2:5:25]&lt;br /&gt;
Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.&lt;br /&gt;
The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
These can be changed in-game, this is just the default setting for new forts.&lt;br /&gt;
&lt;br /&gt;
*[FPS_CAP:100]&lt;br /&gt;
Sets the maximum frame refresh rate for the game.&lt;br /&gt;
&lt;br /&gt;
*[G_FPS_CAP:50]&lt;br /&gt;
Determines the rate at which changes in game state are updated to screen.  This does not directly effect the underlying engine's actions (governed by FPS).  However, lowering this value (say, to 10) may result in improved performance, but will lead to a choppier visual appearance.  Systems with older video cards are likely to be most affected by this change.&lt;br /&gt;
&lt;br /&gt;
=== Resolution to Grid Ratios ===&lt;br /&gt;
Taken from [http://www.bay12games.com/forum/index.php?topic=22302.msg241991#msg241991]&lt;br /&gt;
&lt;br /&gt;
'''800x600'''&lt;br /&gt;
8x8: 100 x 75, &lt;br /&gt;
12x12: 66 x 50, &lt;br /&gt;
16x16: 50 x 37&lt;br /&gt;
&lt;br /&gt;
'''1024x768'''&lt;br /&gt;
8x8: 128 x 96, &lt;br /&gt;
12x12: 85 x 64, &lt;br /&gt;
16x16: 64 x 48&lt;br /&gt;
&lt;br /&gt;
'''1152x864'''&lt;br /&gt;
8x8: 144 x 108, &lt;br /&gt;
12x12: 96 x 72, &lt;br /&gt;
16x16: 72 x 54&lt;br /&gt;
&lt;br /&gt;
'''1280x960'''&lt;br /&gt;
8x8: 160 x 120, &lt;br /&gt;
12x12: 106 x 80, &lt;br /&gt;
16x16: 80 x 60&lt;br /&gt;
&lt;br /&gt;
'''1600x1200'''&lt;br /&gt;
8x8: 200 x 150, &lt;br /&gt;
12x12: 133 x 100, &lt;br /&gt;
16x16: 100 x 75&lt;br /&gt;
&lt;br /&gt;
'''1280x1024 (5:4)'''&lt;br /&gt;
8x8: 160 x 128, &lt;br /&gt;
12x12: 106 x 85, &lt;br /&gt;
16x16: 80 x 64&lt;br /&gt;
&lt;br /&gt;
'''1680x1050 (16:10)'''&lt;br /&gt;
8x8: ''210'' x 131, &lt;br /&gt;
12x12: 140 x 87, &lt;br /&gt;
16x16: 105 x 65&lt;br /&gt;
&lt;br /&gt;
'''1920x1200 (16:10)'''&lt;br /&gt;
8x8: ''240'' x 150, &lt;br /&gt;
12x12: 160 x 100, &lt;br /&gt;
16x16: 120 x 75&lt;br /&gt;
&lt;br /&gt;
== Editing Creatures ==&lt;br /&gt;
Check [[Creature_standard.txt]] for further information.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11366</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11366"/>
		<updated>2009-08-07T13:47:33Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Using farms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see, although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Matthew''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Juliet''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Olon''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*1 [[cat]], which will hunt [[vermin]] for you.&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]], large stacks of [[bone]] (good for making practice crossbow [[bolt]]s), and [[leather]]; however mules never breed (not in DF, not in RL).&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll using numpad {{k|+}} {{k|-}} until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; to shorten the list of jobs. Use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight &amp;lt;tt&amp;gt;Construct wooden Bin&amp;lt;/tt&amp;gt; and select it using {{k|Enter}}. It will ask you how many, 5 sounds like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 25: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11365</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11365"/>
		<updated>2009-08-07T13:43:53Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Using the job manager */ (small spelling fix)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see, although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Matthew''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Juliet''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Olon''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*1 [[cat]], which will hunt [[vermin]] for you.&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]], large stacks of [[bone]] (good for making practice crossbow [[bolt]]s), and [[leather]]; however mules never breed (not in DF, not in RL).&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll using numpad {{k|+}} {{k|-}} until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; to shorten the list of jobs. Use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight &amp;lt;tt&amp;gt;Construct wooden Bin&amp;lt;/tt&amp;gt; and select it using {{k|Enter}}. It will ask you how many, 5 sounds like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring] so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 25: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11364</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11364"/>
		<updated>2009-08-07T13:22:32Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* What you will see when you load the game */ (minor punctuation fix)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see, although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Matthew''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Juliet''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Olon''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*1 [[cat]], which will hunt [[vermin]] for you.&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]], large stacks of [[bone]] (good for making practice crossbow [[bolt]]s), and [[leather]]; however mules never breed (not in DF, not in RL).&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll using numpad {{k|+}} {{k|-}} until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; to shorten the list of jobs. Use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight &amp;lt;tt&amp;gt;Construct wooden Bin&amp;lt;/tt&amp;gt; and select it using {{k|Enter}}. It will ask you how many, 5 sound like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring] so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 25: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Acronyms&amp;diff=48905</id>
		<title>40d Talk:Acronyms</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Acronyms&amp;diff=48905"/>
		<updated>2009-05-09T04:47:21Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Realized this page was needed, at least by newbies.  (Early on, &amp;quot;GCS&amp;quot; had me stumped for quite a while!) If someone wants to reformat this into a table, '''please'''! --[[User:Albedo|Albedo]] 23:34, 8 May 2009 (UTC)&lt;br /&gt;
:Shouldn't this be linked to from somewhere? If it's not, how's someone supposed to find it? --[[User:Solarshado|Solarshado]] 04:47, 9 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21729</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21729"/>
		<updated>2009-04-17T19:21:50Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Land battleship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your stronghold, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]] and keeping their people alive just isn't enough anymore. They begin to experiment with different sets of objectives, themes, and restrictions in search of more difficulty and [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== Difficult Builds ==&lt;br /&gt;
A sub-optimal embark profile can make the first few years more difficult than they might otherwise be. After a few years, however, immigration, trading, and development of new industries will likely bring your fort up to usual standards. For best results, combine with a restriction.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Hunting Party ===&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
=== Stranded Scout Squad ===&lt;br /&gt;
&lt;br /&gt;
The only items you can bring weapons, ammo, and armor (no picks).  The only skills you can hand out are military.  The only animals you can bring are war dogs.  See how it goes.&lt;br /&gt;
&lt;br /&gt;
=== Bandit Camp ===	 &lt;br /&gt;
	 &lt;br /&gt;
* At least 3 marksdwarves.	 &lt;br /&gt;
* Ideally, settle on a hillside, along a canyon or a valley.	 &lt;br /&gt;
	 &lt;br /&gt;
Attack and loot every sentient creatures who enter your territory : Goblins &amp;amp; kobolds, but also merchants, diplomats, and even migrants. You can't tell your guys to directly attack allies, but you can build traps linked to a lever (eg. a big pit under the road, with a linked pillar under the pit &amp;quot;roof&amp;quot;.) and pull them to kill groups.&lt;br /&gt;
&lt;br /&gt;
==Restrictions==&lt;br /&gt;
Several of the game's features are rightly considered broken. Creating self-imposed limitations on what you can and cannot do may alleviate this.&lt;br /&gt;
&lt;br /&gt;
=== ASPCA ===&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (Whether &amp;quot;them&amp;quot; refers to the pets or the owners is up to the discretion of local [[mayor]]s.)&lt;br /&gt;
&lt;br /&gt;
=== City-States ===&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
=== Dieting Dwarves ===&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
=== Hippy challenge ===&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a cave.&lt;br /&gt;
&lt;br /&gt;
=== Hermit ===&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
&lt;br /&gt;
=== Nay, no ponderous stone doors or shining silver arcades, not while I live! ===&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Make everything that you can out of wood. That means nothing underground, though you may excavate to make areas above-ground. Bonus points for bringing no wood at the start and/or going to a treeless area.&lt;br /&gt;
* Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma or using clear and crystal glass exclusively.&lt;br /&gt;
* Build with soap. Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, and one type of wood. Your whole fortress must be made from these items. You may further narrow it down to bones, skin, and other from one animal, one type of glass, etc. If any artifacts are made using a forbidden item, chuck into lava, a river, or a chasm (you may need to throw the dwarf who made it in as well, since he will throw a tantrum).&lt;br /&gt;
&lt;br /&gt;
=== Luddite ===&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
=== Master Of One ===&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
=== The Mad Butcher ===&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs.&lt;br /&gt;
*Start with a normal build except:&lt;br /&gt;
**One dwarf should be a dedicated butcher/tanner.&lt;br /&gt;
**Buy minimal food.&lt;br /&gt;
**Bring as many puppies or kittens as possible.&lt;br /&gt;
*Drop all your puppies or kittens into cages or into animal pits as soon as possible. &lt;br /&gt;
*Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&lt;br /&gt;
*At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&lt;br /&gt;
*Set it all up so that the mad butcher cannot escape.&lt;br /&gt;
*As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher.&lt;br /&gt;
*To retrieve the food and leather without releasing the butcher, either have him dump it down another hole or use an airlock system.&lt;br /&gt;
*See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&lt;br /&gt;
&lt;br /&gt;
=== No death ===&lt;br /&gt;
&lt;br /&gt;
Try to play the game for as long as possible without losing any dwarf (so no death, but also no failed mood, no kidnapping, no beating to death, etc.) A simple challenge, yet harder than what it seems to be.&lt;br /&gt;
&lt;br /&gt;
Some players consider this to be the opposite of the intent of Dwarf Fortress.  So naturally, it must be done.&lt;br /&gt;
&lt;br /&gt;
== Megaprojects ==&lt;br /&gt;
Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]] when it's finished.&lt;br /&gt;
&lt;br /&gt;
=== Temple ===&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
=== The great brewery ===&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
=== Castle ===&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
=== Wealth ===&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
=== Biodome ===&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
=== Underwater fortress ===&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 20 z-levels tall. Which may be hard to cover in water.&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
&lt;br /&gt;
=== Mountain audit/core sample ===&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
=== Santa Claus ===&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
=== Graveyard Master ===&lt;br /&gt;
&lt;br /&gt;
Ever dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for ever dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be locked and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
=== How high can you go? ===&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
=== Computing ===&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
=== Doomsday Clock ===&lt;br /&gt;
&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best.&lt;br /&gt;
&lt;br /&gt;
=== World Domination ===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Casting ===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
=== The Monolith ===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
=== Ceremonial Sacrifices ===	 &lt;br /&gt;
	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
=== Space Ship ===&lt;br /&gt;
&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
BONUS: Use exploding [[booze]] as ignitable fuel.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make a removable [[ramp]] for boarding.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it totally self sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed|seeds]] in the [[mud]] that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it all out of [[steel]].&lt;br /&gt;
&lt;br /&gt;
[[fun|FUN]]: Let it be held by a single [[support]], ignite the [[booze]], remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
&lt;br /&gt;
=== Aqueducts ===&lt;br /&gt;
&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
=== Dwarf like an Egyptian ===&lt;br /&gt;
&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
=== Skull collector ===&lt;br /&gt;
&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room.&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throneroom with kittens.&lt;br /&gt;
&lt;br /&gt;
=== Moria ===&lt;br /&gt;
&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
=== Crematory Fortress ===&lt;br /&gt;
&lt;br /&gt;
* Requires a [[magma pipe]] and [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a [[magma pipe]] and [[engrave]] every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting [[bridge]] over a hole in the floor, and designate a [[coffin]] [[stockpile]] on it.  Whenever a dwarf dies, build a [[bauxite]] or other [[magma-proof]] [[coffin]] for him, place it on the [[bridge]], and retract it, committing his body to the [[magma|fiery blood of the mountain]].&lt;br /&gt;
&lt;br /&gt;
::Note: At the time of writing, the editor isn't sure if coffins falling off the bottom of the map count as being 'lost.'  If they do, channel out a magma pool and put the temple above that to avoid tantrums.&lt;br /&gt;
&lt;br /&gt;
=== Swiss Precision ===&lt;br /&gt;
&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; floodgates in time for merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
=== The cube ===&lt;br /&gt;
&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to eachother with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
&lt;br /&gt;
=== Land battleship ===&lt;br /&gt;
&lt;br /&gt;
Turn your moutain into a huge battlestation, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, but also lava projector or remote explosive devices (ie, cave-ins in a part of the map triggered by a lever). Dig and mine the mountain so it end looking like a real battleship, with nothing but a plain around (so you could build it from nothing on a plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry cover every tile of the map (ie, everything who enter the map, from every side, can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a special production ? (food, ammo etc.)&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrive, almost every economic activity is stopped and all hands to quarters !&lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.&lt;br /&gt;
&lt;br /&gt;
== Themed fortress ==&lt;br /&gt;
The middle ground between restrictions and megaprojects. A theme gives your fort a sense of purpose, while usually being less time-consuming than a megaproject. Additionally, many themes can be combined together.&lt;br /&gt;
&lt;br /&gt;
=== Fort Geneva ===&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
=== Immigration and customs enforcement ===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
=== Luxury Hotel ===&lt;br /&gt;
&lt;br /&gt;
Build a hotel with large luxurious rooms &lt;br /&gt;
* Starting 7 dwarfs will be the only dwarfs that can work.&lt;br /&gt;
* All immigrants will be treated like nobles and will have all labors turned off.&lt;br /&gt;
* Provide places to throw parties.&lt;br /&gt;
*BONUS: Make a large fountain or waterfall centerpiece.&lt;br /&gt;
*BONUS: Keep the hotel up to code with health and safety.&lt;br /&gt;
** If any of the ''customers'' die or get kidnapped you must abandon the hotel.&lt;br /&gt;
*MEGA BONUS: Make the entire hotel out of ice.&lt;br /&gt;
&lt;br /&gt;
=== Segregation ===&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
=== No singles ===&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
=== Live up to your name ===&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
=== Equaland ===&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
=== This. Is. SPARTAAAA! ===&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
Refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears promptly enter aggressive negotiations and then throw them down the well screaming &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor. Forbid the use of gold and silver, etc., the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't create chainmail or plate armour. Brew only wine.&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modelled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], which was historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the wiki article on [http://en.wikipedia.org/wiki/Sparta#Society the real Sparta]&lt;br /&gt;
&lt;br /&gt;
=== Commune ===&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both enabled simultaneously.)&lt;br /&gt;
&lt;br /&gt;
=== Government in Exile ===&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
=== Stay Awhile, and Listen ===&lt;br /&gt;
Create a world with a lot of large caves and make it possible to see them on the embark map. Build a Fortress near a large cave with a lot of big angry monsters in it (hopefully not too close) and loot lying around that becomes a frontier town for adventurers seeking to clear out the nearby 'dungeon'.&lt;br /&gt;
&lt;br /&gt;
Train up dwarves to become parties of heroes who will descend into the dungeon for fame and fortune (or more likely severed limbs and death). Parties should only be about four or less. You can defend your fortress but luring monsters out into your siege engines is cheating. Give yourself points for large monsters killed and treasure claimed.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Only solo adventurers are allowed to enter the dungeon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Only use 'Thieves' to steal loot and create traps inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
=== Noblesse requiro ===&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms. The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth.&lt;br /&gt;
&lt;br /&gt;
=== Humanlike Fortress ===&lt;br /&gt;
Pretend you're a filthy above-ground dwelling [[Human|humie]].&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
** Only hovels and farms outside the town walls.&lt;br /&gt;
* House your dwarves in small town homes &lt;br /&gt;
** 5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
** Upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
* House your workshops according to profession, not convenience.&lt;br /&gt;
* Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
* Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
** House your nobles within the keep.&lt;br /&gt;
* Create a market square.&lt;br /&gt;
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
* No underground connections between different areas.&lt;br /&gt;
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* BONUS+: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
&lt;br /&gt;
=== Sitting on trees ===&lt;br /&gt;
Build up your fortress on the top of giant trees (that you have to construct from wood at first). Don´t build anything underground. Show that snobbish elves that dwarves are better in EVERYTHING - even in sitting on trees.&lt;br /&gt;
* BONUS: Build your tree-city at a place with low (or even no) vegetation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Industry&amp;diff=45330</id>
		<title>Category talk:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Industry&amp;diff=45330"/>
		<updated>2009-04-05T18:32:04Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Flowcharts? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are awesome, and I wish they'd been completed. [[User:RomeoFalling|RomeoFalling]] 23:07, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flowcharts? ==&lt;br /&gt;
&lt;br /&gt;
The flowcharts in on the furnature, gem, glass, and fuel industry pages (pardonn the language) look like crap. It could be because I'm using Internet Explorer, but that's not really an excuse to leave them as they are. I might try to fix them later if I have time. --[[User:Solarshado|Solarshado]] 18:32, 5 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=13007</id>
		<title>40d:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=13007"/>
		<updated>2009-04-03T20:31:05Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Bottomless pit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chasms''' are a feature that appear infrequently in [[mountain]]ous [[biome]]s. They are a [[cave]] system identified by not having a [[floor]] on the lowest level (which is instead marked &amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; and described as &amp;quot;Chasm&amp;quot; when loo{{k|k}}ed at).&lt;br /&gt;
&lt;br /&gt;
Chasms come in two forms: standard chasms, which look something like a river system (a bottomless &amp;quot;Grand Canyon&amp;quot;), and &amp;quot;bottomless pits&amp;quot;, which are like a [[magma pipe]] without the magma.  Chasms are much more common on named mountains and [[volcano]]es, along with other special features such as [[cave river]]s.  Chasms may either be open to the sky, or fully [[underground]] and not visible until breached by a miner (at which point, the entire chasm is revealed).&lt;br /&gt;
&lt;br /&gt;
Chasms are not visible on the Region/World maps or the Local maps by default, but can be turned visible by setting SHOW_EMBARK_CHASM (for tributaries) and SHOW_EMBARK_PIT (for pits) to ALWAYS in init.txt.  They must also be set to be shown during [[advanced world generation|world generation]].  On the local map, standard chasms will show up as gray #s and bottomless pits as gray Os.&lt;br /&gt;
&lt;br /&gt;
The presence of Extreme [[Cliff]]s (20+) on the Local Map is sometimes indicative of a chasm, though this may be coincidental.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Forms==&lt;br /&gt;
===Standard===&lt;br /&gt;
The beginning of a standard chasm appears similar to the fringed tributary section of a brook sometimes seen in mountain areas, and the rest looks pretty much like the watercourse of a brook or river (though with small caves in the walls). Appears as {{tile|#|#777}} on the embark map if enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tributary chasm.JPG|Standard chasm showing lowermost level descending to the depths]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span id=&amp;quot;Vent&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bottomless pit===&lt;br /&gt;
''Note: See [[Pit (disambiguation)]] for other uses.''&lt;br /&gt;
&lt;br /&gt;
A bottomless pit, also called a vent chasm, has a similar appearance to a magma pipe, except it does not contain magma. Appears as {{tile|○|#777}} on the embark map if enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:chasm.PNG]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
=== Garbage dump ===&lt;br /&gt;
'''Chasming''' [[refuse]] refers to disposing of items marked for dumping into the chasm.&lt;br /&gt;
This is still possible: designate a [[activity zone#Garbage Dump|garbage dump activity zone]] over the chasm and an adjacent walkable tile. To dump an item, examine it with {{key|k}} and mark it for {{key|d}}umping. [[Standing orders]] can be used to automatically dump particular types of refuse. [[Dwarves]] may cancel the dump task due to [[creatures]] they can see across the chasm, even if those creatures can't reach them {{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
'''Historical note''': In the 2D version, the chasm could spawn monsters, and dumping things into the chasm would provoke attacks. Dumping a sufficient amount magma in the chasm would exterminate them. This no longer occurs in the current version.&lt;br /&gt;
&lt;br /&gt;
=== Platform-chasming ===&lt;br /&gt;
A technique of dumping by building a platform over the chasm, and then severing the platform from the [[wall]], to permanently dispose of garbage, excess [[stone]] or [[unfortunate accident#Walk the plank|nobles]] set on top. The severed platform will disappear into the darkness below, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Often [[cave spider]]s are present near chasms, creating spider [[silk]] webs that can be collected. As the chasm exposes every layer to view they provide access to easily identified resources such as [[ore]] deposits.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] fighting near the edges of cliffs have a propensity to dodge right off the precipice, falling to their deaths.&lt;br /&gt;
&lt;br /&gt;
The chasm is also home to many types of hostile creatures, including [[iron man|iron men]], [[troglodyte]]s, [[giant cave swallow]]s, [[antman|antmen]], [[giant cave spider]]s, [[ratman|ratmen]], [[batman|batmen]], [[troll]]s and [[gremlin]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventurers Beware ==&lt;br /&gt;
Chasm creatures will spawn endlessly near chasms, leading to the death of any fortress you visit.  This only applies to adventure mode.  A sure formula for fun, one might add.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10700</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10700"/>
		<updated>2009-04-03T20:26:34Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Pit/Pond */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]], [[river]], or [[channel]] full of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used as a [[stone management]] [[exploit]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Pit&amp;quot; re-directs here, see [[Pit (disambiguation)]] for other uses.''&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Hall: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Hall zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. Big meeting hall filled with idle dwarves quickly increases social skills of idlers which may give them attribute boosts. It makes idle dwarves a little less idle, and makes selecting replacement [[broker]] (if old one dies) easier.&lt;br /&gt;
Be warned that having dwarves socialize will result in them becoming friends. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Зоны]]&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pit&amp;diff=48292</id>
		<title>40d:Pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pit&amp;diff=48292"/>
		<updated>2009-04-03T20:24:55Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: Redirected page to Activity zone#Pit.2FPond&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Activity_zone#Pit.2FPond]]&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pit&amp;diff=48296</id>
		<title>40d Talk:Pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pit&amp;diff=48296"/>
		<updated>2009-04-03T20:23:42Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: moved Talk:Pit to Talk:Pit (disambiguation):&amp;amp;#32;makes more sense to me like this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Pit (disambiguation)]]&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pit&amp;diff=48291</id>
		<title>40d:Pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pit&amp;diff=48291"/>
		<updated>2009-04-03T20:23:41Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: moved Pit to Pit (disambiguation):&amp;amp;#32;makes more sense to me like this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Pit (disambiguation)]]&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11853</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11853"/>
		<updated>2009-03-20T21:49:22Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Dwarf Foreman Vista */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
Would be great to get the majority of these uploaded to the [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)].  I'm having trouble with some of the currently linked hosting sites.  I've just gotten Regional Prospector, so I'll see about getting that one up.  Thanks guys! --[[User:SlMagnvox|SlMagnvox]] 14:33, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Accent Removal ===&lt;br /&gt;
I added the accent removal utility here from [[Accent Removal]], since that's about to be deleted. However, none of Wikipedia's show-hide-box stuff works here (I assumed it would...), so it's a big glob of pre-formatted text in there that should be hidden. Could someone do it? [[User:Zardus|Zardus]] 00:51, 15 May 2008 (EDT)&lt;br /&gt;
:[[User:Jackard/Accent_Removal|Accent removal tutorial]] contains detailed instructions on the subject. I think, we could replace the whole thing on utility page with one link. [[User:Nophotoavailable|Nophotoavailable]] 20:58, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have a number of scripts that I use, but they randomly bug out for no apparent reason.  They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF.  Again, sometimes they work fine.  I could post them and how they work if someone wants.  FYI, I am on Vista and that may be an issue.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure how CPU cycles and the buffer interact in Vista.  Is your FPS low?  Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag?  Or lag might be making the buffer overflow.  It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer.  You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps.  Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a lag issue in DF.  I've yet to figure out exactly what is causing lag for me.  I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels.  Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path.  It definitely got better in this version, tho.  I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch.  --[[User:Geofferic|Geofferic]] 03:50, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::AHK does tend to do wierd stuff in DF, but most of it is predictable. A lot of wierd errors that make no sense can be fixed by explicitely telling the script to focus on the Dwarf Fortress window, as well as generous Sleep statements. I found while rewalling a 30x30 outline, sleep 100 worked fine for the first two sides but posted about half of the second two. Sleep 150 placed the second two somewhat erraticly. Sleep 200 got the second two just fine. --[[User:Knivesu|Knivesu]] 10:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Foreman ===&lt;br /&gt;
Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
:It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C-&amp;gt;D-&amp;gt;E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. [[User:Qalnor|Qalnor]] 16:37, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there any info on what the offsets (dwarfidpos, critter_start, profession_start) actually refer to?  I'm capable enough with finding memory addresses, but exactly what profession_start is eludes me.  Even dwarfidpos is a little unclear.&lt;br /&gt;
&lt;br /&gt;
 dwarfidpos = Address of Dwarf Race ID&lt;br /&gt;
 critter_start = Start of Main Creature Vector&lt;br /&gt;
 profession_start = Offset into Main Creature Vector the array of jobs.&lt;br /&gt;
[[User:Jifodus|Jifodus]] 00:41, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone know the values for v0.28.181.39f? --[[User:Aristoi|Aristoi]] 18:18, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Still no word on 39f? Perhaps we can get a little write-up on how to discover the appropriate values added to the foreman homepage. That way, when a new version of DF is released, any number of people could search for and contribute the new values, instead of depending on the few people who already know the process. --[[SWSaunders|SWSaunders]] 09:10, 12 August 2008 (ADT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Jerethi50, beat me to it.  When I went to enter the values you already had!  SWSaunders:  What I did (having never done this before) was to download a memory viewer (HxD hexeditor) and then look at the old version vs the new version in memory.  In the old version, I found the character at the dwarfidpos address and searched forward till I found that in the new file.  For critter_start I went to the old process and found it there, then searched forward in the new process till I found the pattern match (it wasn't too far).  The data was different but the pattern was the same.  The profession offset hasn't changed so I left it as is. --[[User:Aristoi|Aristoi]] 11:13, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That's exactly how I do it, except I have written a program that does it for me, since it saves time. I also tend to forget to post Dwarf Foreman's new config during updating. Usually I remember to update the tables at http://www.geocities.com/jifodus/tables/ini_jifodus/ and that has all the information you'd need (critter_start=[creature_data].base; profession_start=[creature_data].jobs); however, it seems I didn't update it this last go around. If you wander around my website, you should be able to find enough information posted there (provided you can understand it all) to learn how to update foreman for yourself. --[[User:Jifodus|Jifodus]] 22:22, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with previous versions of Dwarf Fortress, update the config file as shown below.&lt;br /&gt;
&lt;br /&gt;
==== v0.27.168.33g ====&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.173.38a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38b ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01e3dbcc&lt;br /&gt;
critter_start=01463570&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01cf4654&lt;br /&gt;
critter_start=01464570&lt;br /&gt;
dwarfidpos=01285188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01aa9d3a&lt;br /&gt;
critter_start=015124f4&lt;br /&gt;
dwarfidpos=0131f1b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39b ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01a16957&lt;br /&gt;
critter_start=015134f4&lt;br /&gt;
dwarfidpos=013201b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b89dbc&lt;br /&gt;
critter_start=01513514&lt;br /&gt;
dwarfidpos=013201d8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39d ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b0747e&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39e ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b76baa&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39f ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=036276be&lt;br /&gt;
critter_start=01575dec&lt;br /&gt;
dwarfidpos=01382690&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=03186cb3&lt;br /&gt;
critter_start=0158222c&lt;br /&gt;
dwarfidpos=0138e698&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;check=032e896f&lt;br /&gt;
critter_start=0158222c&lt;br /&gt;
dwarfidpos=0138e698&lt;br /&gt;
profession_start=0474&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d2 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01807735&lt;br /&gt;
critter_start=014D1404&lt;br /&gt;
dwarfidpos=012DD2F8&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d3 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=0191B535&lt;br /&gt;
critter_start=014D341C&lt;br /&gt;
dwarfidpos=012DF310&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d4 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=0190599F&lt;br /&gt;
critter_start=014D341C&lt;br /&gt;
dwarfidpos=012DF310&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d5 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=019687A7&lt;br /&gt;
critter_start=014D5434&lt;br /&gt;
dwarfidpos=012E1328&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d6 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=018D14AA&lt;br /&gt;
critter_start=014EDE3C&lt;br /&gt;
dwarfidpos=012F9D30&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d7 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01A78193&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d8 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01860A3C&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d9 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01318B82&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Prospector?==&lt;br /&gt;
I notice the Regional Prospector utility is no longer listed - what happened to it and did it get updated to the newest version? --[[User:Squirrelloid|Squirrelloid]] 05:20, 20 November 2008 (EST)&lt;br /&gt;
:The functionality is now provided on the embark screen, so the utility is obsolete. [[User:Random832|Random832]] 08:38, 20 November 2008 (EST)&lt;br /&gt;
::Except it really isn't.  Yeah, I can have it search the world for a site for me, but it doesn't tell me where exactly those features are - so if I want to play with size or location a little bit I don't know if I'm losing anything.  It also returns only one hit, which can make finding the type of site you want hard, especially as some variables (tree cover, relative elevation, diversity of alignment/biomes) can't be searched over making that first hit with an underground river and magma pipe (or whatever) not necessarily the one you want.  --[[User:Squirrelloid|Squirrelloid]] 10:42, 20 November 2008 (EST)&lt;br /&gt;
:::Yes, it is. Regional Prospector would make the game show various features on the local embark map such as chasms, magma vents and magma pools. This is now supported natively by changing the &amp;quot;SHOW_EMBARK_???&amp;quot; variables in the init.txt file to &amp;quot;ALWAYS&amp;quot;. Same functionality. The site finder feature which you're referring to is an additional feature, which indeed doesn't yet work perfectly. --[[User:Janus|Janus]] 11:06, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Similar variables have to be set during worldgen, although I believe they are set to &amp;quot;show&amp;quot; by default.--[[User:Maximus|Maximus]] 12:44, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Say, does anyone know of a list that explains the symbols that Prospector uses? It took me forever to be certain that a red single tilde was a magma pool, while a red double-tilde (a.k.a. squiggly equal sign) was a magma ''pipe'', and there are still a couple symbols I'm not sure about...&lt;br /&gt;
:--[[User:Macdjord|Macdjord]] 13:12, 20 November 2008 (EST)&lt;br /&gt;
:: There used to be a map key in the '''RP''' section.   [[http://www.dwarffortresswiki.net/index.php?title=Utilities&amp;amp;oldid=28602#Regional_Prospector history]]&lt;br /&gt;
&lt;br /&gt;
== Lifevis?! ==&lt;br /&gt;
&lt;br /&gt;
There's a realtime replacement for 3Dwarf out: [http://www.bay12games.com/forum/index.php?topic=29314.0] (yes, i made the thread, but no i don't claim any credit for the util.) It should '''totally''' be added to the list! But where?&lt;br /&gt;
:Wow I just took a look at Lifevis, it's really something special! I guess it would come under &amp;quot;Movies, Screenshots, Map Files&amp;quot; best, although perhaps we need a whole new &amp;quot;3d utilities&amp;quot; section. Either way, it should definitely be included.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman Vista ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to run Dwarf Foreman in Vista I get a message saying &amp;quot;Couldn't connect to Dwarf Fortress, Is it Running?&amp;quot;.  Any ideas?  I'm using 40d9 and have the latest updates to the config file.&lt;br /&gt;
&lt;br /&gt;
:As is standard for most DF Utilities, you'll probably need to be running in Admin, or otherwise ensure that the program has access to edit memory locations of another program. Other than that, Sorry, no idea. --[[User:N9103|Edward]] 11:15, 20 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Problem's probably &amp;quot;40d9&amp;quot;, most of the utilities haven't been upgraded since &amp;quot;40d&amp;quot; --[[User:Solarshado|Solarshado]] 21:49, 20 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Status&amp;diff=26493</id>
		<title>40d Talk:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Status&amp;diff=26493"/>
		<updated>2009-03-07T04:19:57Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Forbidding Stone Issue? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I would like someone to independently verify my claims on fortress wealth, imports and exports.  From my experience they seem to be accurate but I would appreciate it if someone double-checked my findings.&lt;br /&gt;
&lt;br /&gt;
== Stone status ==&lt;br /&gt;
&lt;br /&gt;
Current wording is a bit unclear - my fortress is in chalk cliffs and I am trying to build doors with chalk, do I need [[chalk]] to be in red or in green?&lt;br /&gt;
Will confirm and fix the text to clarify what the screen should look like to use economic stone for mundane purposes.[[User:GarrieIrons|GarrieIrons]] 00:59, 1 February 2008 (EST)&lt;br /&gt;
:All right. I have plenty of chalk lying around. I go {{key|z}} select Stone and change [[chalk]] from red to green. I get the message&lt;br /&gt;
 Tobul Vucarbavast, MAson cancels Construct rock Door: Needs non-economic rock.&lt;br /&gt;
:I toggle from green back to red, create a new job at the mason workshop, and get the same message.&lt;br /&gt;
:I assume that if [[chalk]] is in green at the status screen I am supposed to be able to use it for &amp;quot;anything&amp;quot;?[[User:GarrieIrons|GarrieIrons]] 01:05, 1 February 2008 (EST)&lt;br /&gt;
::Yes, green is usable. if your task(s) existed before the toggle, that's probably why it failed. I've ended up using economic stones many times as it was the primary stone in many cases. I'm semi-surprised that your fort didn't auto-enable chalk, as there's a function somewhere that will enable the first economic stone it finds if it's determined to be in great quantities. --[[User:N9103|Edward]] 18:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Status - Stock - Individual Item Mode ==&lt;br /&gt;
going to build a list here of all the colors for this screen, couldn't find it anywhere else, so please move it, or update it as necessary.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colour&lt;br /&gt;
! Meaning&lt;br /&gt;
! align=&amp;quot;left&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| Not Available&lt;br /&gt;
| basically, dwarves can't reach the item, item can also be in the Trade Depot marked as trading.&lt;br /&gt;
|-&lt;br /&gt;
| Light Grey&lt;br /&gt;
| Imported&lt;br /&gt;
| comes from outside (i.e. not built by the fortress)&lt;br /&gt;
|-&lt;br /&gt;
| Brown&lt;br /&gt;
| Home Made&lt;br /&gt;
|-&lt;br /&gt;
| Purple&lt;br /&gt;
| Forbidden&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
will update talk page until I think its a reasonably full list, then do some formatting and move to main page.&lt;br /&gt;
&lt;br /&gt;
== Kitchen status carry-over? ==&lt;br /&gt;
&lt;br /&gt;
Let's say I forbid cooking Dwarven wine.  Then let's say my dwarves drink all the Dwarven wine and I run out completely, so I brew some more.  Will the status screen remember that Dwarven wine is forbidden for cooking?  [[User:Gairabad|Gairabad]] 17:48, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes.--[[User:Maximus|Maximus]] 19:18, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Forbidding Stone Issue? ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that if I forbid stone on the Stocks screen to try and force a mason to use a certain type, it creates problems.  After I forbid 2 types, but left another 4 or 5 to choose from, the mason refused to build anything.  I was forced to unforbid all rock to get him to break out of this &amp;quot;funk&amp;quot;.  I also noticed this when forbidding everything but obsidian (even after marking it green in the econ rock screen).  The mason wouldn't build anything. Anyone else notice this?  --[[User:Aristoi|Aristoi]] 20:15, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:This is probably because your mason workshop (and most of your other shops) is now forbidden. {{k|t}} over it and unforbid the stone that it is built from --[[User:Solarshado|Solarshado]] 23:19, 6 March 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquarium&amp;diff=35230</id>
		<title>40d Talk:Aquarium</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquarium&amp;diff=35230"/>
		<updated>2009-03-07T03:24:22Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the part from an article marked for deletion. &lt;br /&gt;
-- Sadness203.&lt;br /&gt;
&lt;br /&gt;
I'd suggest that this be merged into [[Cage]]--[[User:Solarshado|Solarshado]] 22:24, 6 March 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mountain&amp;diff=21410</id>
		<title>40d Talk:Mountain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mountain&amp;diff=21410"/>
		<updated>2009-03-06T04:32:52Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wait, wait... cave rivers are exclusive to mountains?? --[[User:Tarsier|Tarsier]] 19:48, 5 November 2007 (EST)&lt;br /&gt;
:Huh, I'm certain that I've seen cave rivers, lakes and chasms below hills and forests, so I really don't think they're unique to mountains. [[User:Noctis|Noctis]] 04:43, 9 December 2007 (EST)&lt;br /&gt;
::Seems like I was wrong according to the Regional Prospector. Nuff... [[User:Noctis|Noctis]] 13:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's impossible to cross a Mountain tile in Travel mode, even if you have flying capabilities.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lol wut ? Flying capabilities ? [[User:Timst|Timst]] 14:32, 11 July 2008 (EDT)&lt;br /&gt;
:An observation of [[giant eagle]] flight patterns around mountainous areas? --[[User:FJH|FJH]] 18:19, 5 March 2009 (EST)&lt;br /&gt;
::More likely an experiment with a modded adventurer. --[[User:Solarshado|Solarshado]] 23:32, 5 March 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46377</id>
		<title>40d Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46377"/>
		<updated>2009-02-21T23:56:23Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: 2 &amp;quot;Daniel&amp;quot;s?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, this page is kinda pointless as it stands. It doesn't really provide anything that isn't on the far superior [[Your first fortress]] guide, yet we still link to it from the front page.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm thinking of taking it in a different direction entirely and providing a ready-made save, maybe one month in, to use as a tutorial. This gets new players past the fiddly min-maxing of the embark screen and provides the essentials, so they can get right to work learning the interface. --[[User:Walliard|Walliard]] 21:14, 10 December 2008 (EST)&lt;br /&gt;
:That's a good idea, but ... are you thinking of doing it, or doing it? Cause if you don't I will. On that note, does anyone have any suggestions for what to put in the saved game? My thoughts:&lt;br /&gt;
:*Bedrooms complete&lt;br /&gt;
:*Dining hall setup&lt;br /&gt;
:*All dwarves idle in meeting hall&lt;br /&gt;
:**Miners just about to dig out a new passage&lt;br /&gt;
:**Other dwarves about to bring food to a new stockpile&lt;br /&gt;
:*???&lt;br /&gt;
:*Profit&lt;br /&gt;
:--[[User:Juckto|Juckto]] 20:41, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Catsplosion advisable? ==&lt;br /&gt;
&lt;br /&gt;
Why are we giving the absolute and utter newbies the seeds of a catsplosion with no cages etc to let them solve the problem?  By the time they learn what to do about it, they might already be too late to stop it, and flaming out of the -quickstart tutorial- of a game is possibly one of the most depressing things a newbie can do.  I strongly suggest upping a save without two cats. --[[User:LucienSadi|LucienSadi]] 02:56, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I could do that, but sticking it in a cage instead would be a lot simpler for me. Would that be sufficient? --[[User:Juckto|Juckto]] 03:52, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sure, just tag on a warning as well (if you haven't done so already) --[[User:LucienSadi|LucienSadi]] 07:07, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
They aren't ''worse'' than ugly, but they ''are'' ugly (and large). If there's ever any chance to redo the images, we've got to make sure they follow {{rule|I}}, which means that they should be the unstretched, unblurred default tileset, and that they should be .pngs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::...I'm pretty sure that's the standard 800x600 tileset.  It looks neither stretched nor blurred to me.  They should be made .pngs, but that didn't sound like your only problem.  --[[User:Squirrelloid|Squirrelloid]] 14:39, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think &amp;quot;standard tileset&amp;quot; may need clarifying. See [[DwarfFortressWiki_talk:Community_Portal#I]].&lt;br /&gt;
:::Examples of images:&lt;br /&gt;
:::*[[:Image:Tunnel_in_local_view.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is not stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::*[[:Image:Qs02.JPG]]&lt;br /&gt;
:::**is not blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is not a .png&lt;br /&gt;
:::*[[:Image:Human_roads.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**does not use the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::Note that the default &amp;quot;800x600&amp;quot; tileset under the default settings is stretched by 2x vertically if you don't alter grid size/use blackspace.&lt;br /&gt;
:::Sorry for the long list. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Since blackspace is set to NO by default, I think that makes 'stretched' the default for the 800x600 tileset, or rather, I would consider it 'stretched' to have something other than a 2:1 h:w ratio with the 800x600 tileset because that's different than what the game does by default and so is stretched relative to the default settings.  I will agree that non-default tilesets are bad, and that blurriness is bad, but we should show people what they would expect to see in the game if they don't touch the .ini file.  --[[User:Squirrelloid|Squirrelloid]] 17:34, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Squirreloid is correct, I took the screenshots in full-screen &amp;quot;stretched&amp;quot; mode because I thought that that is what a new player would be seeing. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
My general stance on images in general is that they be:&lt;br /&gt;
* Understandable to whomever views them -- this means standard tileset in most cases, though a custom symbol here and there is okay as long as it isn't important to the actual thing being illustrated.  It also means standard color set, generally.  I have my doubts about stretched/resized fonts being hard to understand unless they are outright distorted.&lt;br /&gt;
* As small, byte-wise, as possible.  Ideally, this means well-compressed 256-color pngs, and not double-sized (something I have been guilty of) or the like.  However, as long as you upload in some lossless format (png or gif), others can optimize the actual file.&lt;br /&gt;
--[[User:Maximus|Maximus]] 16:09, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==and init.txt==&lt;br /&gt;
Also, it may help to include the init folder as well. --[[User:Savok|Savok]] 10:36, 16 December 2008 (EST)&lt;br /&gt;
:What does adding the init folder achieve? --[[User:Juckto|juckto]] 14:42, 16 December 2008 (EST)&lt;br /&gt;
::Adding the init folder would help if you've changed init settings. You don't talk about that in the article, and boy can init settings be important. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
:::Yes I have changed my init settings, but I don't see how any of the changes I've made would make any real difference to a new player playing this quickstart game. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
== savegame seems to be bugged ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Missing Creature Body Definition: CAT_MOUTH&lt;br /&gt;
&lt;br /&gt;
get spouted on me every time I try to load the savegame.&lt;br /&gt;
&lt;br /&gt;
on 28.181.40d and a recently installed DF&amp;lt;/blockquote&amp;gt; &amp;lt;small&amp;gt;The above unsigned comment was added by [[User:Loatroll|Loatroll]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is because the dumbass who made the savegame didn't use the default raws like they were supposed to. I've removed the link. --[[User:GreyMario|GreyMaria]] 13:37, 19 January 2009 (EST)&lt;br /&gt;
:rather, the guy used what looks like a bugfixed raw (based off the fact that it's a modified cat mouth - which was probably added for the sake of avoiding the &amp;quot;cat cancels show item to owner - too injured&amp;quot; messages. Toady One probably has this fixed on his end.) the person is probably NOT a dumbass, it's just that the default raws are buggy with respect to cats, and just about everyone that reports that bug gets redirected to the sticky on the forums. --[[User:Zeta|Zeta]] 19:06, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::But using savegames that use modified raws is against common sense, especially in a newbie guide. --[[User:GreyMario|GreyMaria]] 21:35, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== 2 &amp;quot;Daniel&amp;quot;s? ==&lt;br /&gt;
&lt;br /&gt;
Just read over the page, and noticed that there are two dwarves named &amp;quot;Daniel.&amp;quot; Is this a good idea? Since you gave them english-sounding names, why didn't you make them unique?&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31945</id>
		<title>40d Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31945"/>
		<updated>2009-02-14T15:48:41Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Merging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've had a Baron (and Hammerer and Tax Collector) arrive when my population was exactly 80 and when my population was capped in the init.txt file at 80.  I'm confident that the requirement of 100 people is wrong.  [[User:Bouchart|Bouchart]] 13:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Likewise, my current fortress has 134 people and 1.5M in created wealth, but no baron.  I'm reasonably certain this must be some sort of weighted random arrival. --[[User:Sebbekai|Sebbekai]] 18:22, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
2.5 Millon wealth, 232 dwarfs, 4K exported wealth. Last year I did all the jobs required, certain of that. I can only think its my exported wealth. I'm guna try raising it to just over 10K, do the jobs again and wait. Think this should be added to the wiki page, give a rough estimate of the number if i do get a migrant baron next year. (My populatin cap is 400 at the moment)--[[User:Cultiststeve|cultiststeve]] 16:16, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Oops, I killed the consort ==&lt;br /&gt;
&lt;br /&gt;
The consort was making mandates I could not satisfy, so he had to go. This has caused some kind of problem though... my fortress will not upgrade to a county so I can get the king. I am considering killing my baroness as well, and attempting to reset the whole situation. Any suggestions? --[[User:Wafl|Wafl]] 01:15, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Kiilll them! Kiiilll them! Kiiilllll them alllll! --[[User:Savok|Savok]] 09:52, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hammerer and tax collector ==&lt;br /&gt;
&lt;br /&gt;
Do the hammerer and tax collector always arrive along with the Baron? --[[User:Strangething|Strangething]] 18:26, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Don't think that its Always the case but it seems to frequently be the case for me; all of my forts that I allow nobles they tend to show up together. --Silver&lt;br /&gt;
:I suspect that some are prerequisite for the others, i.e. would a baron ever show up at a fort that didn't have a tax collector? --[[User:Corona688|Corona688]] 00:38, 23 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They do come at the same time. Heck, my baron appeared first, even. But no, I think that the article has it correct.--[[User:Destor|Destor]] 19:47, 24 December 2008 (EST)&lt;br /&gt;
==Peasant King==&lt;br /&gt;
&lt;br /&gt;
I got the [[King]] as a peasant due to discovering [[Adamantine]]. I don't appear to be getting a Baron, tax collector, hammerer or a royal guard. Is this a bug? -[[User:Rushyo|Rushyo]] 21:54, 28 July 2008 (EDT)&lt;br /&gt;
:The peasant king happens independently of other nobles in my experience. [[User:HeWhoIsPale|HeWhoIsPale]] 09:58, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Minimum Exported Wealth? ==&lt;br /&gt;
&lt;br /&gt;
Im pretty sure there's gotta be a Minimum exported wealth for the baron to arrive, I satisfy all the other conditions, and have over 1.6 million created wealth, 163 dwarves,  and my dwarves do well over the job requirements. However, I as of now, only have 30426 Exported wealth. --[[User:OmegaX|OmegaX]] 16:13, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Duke arrived at 32435 exported wealth. No baron yet. --[[User:OmegaX|OmegaX]] 00:37, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's because the Duke is an 'upgraded' version of the count, which is an 'upgraded' version of the baron. Once you have a Duke, you won't ever get a Baron. [[User:Spoggerific|Spoggerific]] 17:31, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Once my exported wealth topped 10k I got the Baroness the next migrant season. I was down at 8k exported for about 3 years and had at least that many migrant waves without a baron during the same time. 17th of Slate in the year 308, population 139 (not counting the new tax collector thats just on the edge of the map), 1,912,970 created wealth, 235,635 imported, 11,558 exported. I've also traded with a group of Elves but they hadn't left the map by the time the migrants arrived and it only put my exported wealth to 11,958. [[User:Lando242|Lando242]] 11:38, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== share rooms? ==&lt;br /&gt;
&lt;br /&gt;
does the baron and his consort share a room? or do I need to make an extra pair of tombs/dining rooms/bedrooms? --[[User:Destor|Destor]] 17:14, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yup, consorts demand all their own rooms, and neither will be happy if you try to cram them together. The only room that doesn't need to be doubled up is the office/throne room, since the Consort doesn't conduct diplomacy. --[[User:Navian|Navian]] 21:41, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Incorrect Baron Prerequisites? ==&lt;br /&gt;
&lt;br /&gt;
I just got a Baron, Tax Collector, and Hammerer and have never done a single metal crafting job. I did, however, Cage Trap a Titan in the previous month though. The quote from Toady One at the bottom of the Baron page would appear to be in error in this case. -- [[User:unseenmage|unseenmage]] 14 January 2009&lt;br /&gt;
&lt;br /&gt;
:I think you are misunderstanding the quote.  There are a variety of categories, and you must have done the required number of jobs for 4 of those categories.  Nothing requires you to have specifically done metal crafting jobs (which would only count towards 'metal related' if you did do some). --[[User:Squirrelloid|Squirrelloid]] 10:33, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Merging ==&lt;br /&gt;
I would like to suggest the merging of Baron, Count and Duke. Manager and his upgrades only use one page. Each is only a minor upgrade from another and has no vastly different requirements. It would make it easier to view them as they are all connected. Anyone agree/disagree?--[[User:Cultiststeve|cultiststeve]] 06:38, 14 February 2009 (EST)&lt;br /&gt;
:Sounds good to me--[[User:Solarshado|Solarshado]] 10:48, 14 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Laptop_keyboard&amp;diff=47293</id>
		<title>40d Talk:Laptop keyboard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Laptop_keyboard&amp;diff=47293"/>
		<updated>2009-02-07T19:40:56Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just created this bage in response to a comment I recieved about my recient addition to [Template:Starting_FAQ]. It could/should probably be deleted and have the information merged into another page. I just don't know which one. Alternately, if someone wants to touch up this page (I'm sure it needs it) and keep it, please do. --[[User:Solarshado|Solarshado]] 14:30, 7 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Laptop_keyboard&amp;diff=47290</id>
		<title>40d:Laptop keyboard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Laptop_keyboard&amp;diff=47290"/>
		<updated>2009-02-07T19:39:53Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: Added the faq template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Colored Notice Box|#FF0000|This page should probably be merged into something else!}} &lt;br /&gt;
&lt;br /&gt;
If you're attempting to play DF on a laptop, you may have noticed that your {{k|+}} and {{k|-}} keys don't seem to work. This is because DF is asking for the keys on the numpad, not the ones squeezed between {{k|0}} and {{k|backspace}}. There are two, fairly simple, solutions:&lt;br /&gt;
* Change the keybindings, the [[Key_bindings|Key bindings]] page should help&lt;br /&gt;
* Find your {{k|Fn}} key. This key should change the meaning of the right-hand side of your keyboard, allowing you to use it as a numpad. For example, my laptop's {{k|Fn}} key is on the left of the bottom row and when I hold it and press {{k|;}} or {{k|/}} it acts like numpad {{k|-}} and {{k|+}} respectivly.&lt;br /&gt;
&lt;br /&gt;
{{Template:Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Solarshado&amp;diff=47175</id>
		<title>User talk:Solarshado</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Solarshado&amp;diff=47175"/>
		<updated>2009-02-07T19:32:50Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I see nothing on the [[key bindings]] page which explains why my +/- keys may not be working. You need to add something to answer the question. -- [[User:Juckto|Juckto]] 04:54, 31 January 2009 (EST)&lt;br /&gt;
:Better? I changed the FAQ link to a new page.--[[User:Solarshado|Solarshado]] 14:31, 7 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Solarshado&amp;diff=47174</id>
		<title>User talk:Solarshado</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Solarshado&amp;diff=47174"/>
		<updated>2009-02-07T19:31:35Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I see nothing on the [[key bindings]] page which explains why my +/- keys may not be working. You need to add something to answer the question. -- [[User:Juckto|Juckto]] 04:54, 31 January 2009 (EST)&lt;br /&gt;
:Better? --[[User:Solarshado|Solarshado]] 14:31, 7 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Laptop_keyboard&amp;diff=47292</id>
		<title>40d Talk:Laptop keyboard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Laptop_keyboard&amp;diff=47292"/>
		<updated>2009-02-07T19:30:08Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: New page: I just created this bage in response to a comment I recieved about my recient addition to [Template:Starting_FAQ]. It could/should probably be deleted and have the information merged into ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just created this bage in response to a comment I recieved about my recient addition to [Template:Starting_FAQ]. It could/should probably be deleted and have the information merged into another page. I just don't know which one. --[[User:Solarshado|Solarshado]] 14:30, 7 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Laptop_keyboard&amp;diff=47289</id>
		<title>40d:Laptop keyboard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Laptop_keyboard&amp;diff=47289"/>
		<updated>2009-02-07T19:23:44Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Colored Notice Box|#FF0000|This page should probably be merged into something else!}} &lt;br /&gt;
&lt;br /&gt;
If you're attempting to play DF on a laptop, you may have noticed that your {{k|+}} and {{k|-}} keys don't seem to work. This is because DF is asking for the keys on the numpad, not the ones squeezed between {{k|0}} and {{k|backspace}}. There are two, fairly simple, solutions:&lt;br /&gt;
* Change the keybindings, the [[Key_bindings|Key bindings]] page should help&lt;br /&gt;
* Find your {{k|Fn}} key. This key should change the meaning of the right-hand side of your keyboard, allowing you to use it as a numpad. For example, my laptop's {{k|Fn}} key is on the left of the bottom row and when I hold it and press {{k|;}} or {{k|/}} it acts like numpad {{k|-}} and {{k|+}} respectivly.&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Laptop_keyboard&amp;diff=47288</id>
		<title>40d:Laptop keyboard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Laptop_keyboard&amp;diff=47288"/>
		<updated>2009-02-07T19:22:34Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Colored Notice Box|#FF0000|This page should probably be merged into something else!}} &lt;br /&gt;
&lt;br /&gt;
== Laptop Keyboard ==&lt;br /&gt;
&lt;br /&gt;
If you're attempting to play DF on a laptop, you may have noticed that your {{k|+}} and {{k|-}} keys don't seem to work. This is because DF is asking for the keys on the numpad, not the ones squeezed between {{k|0}} and {{k|backspace}}. There are two, fairly simple, solutions:&lt;br /&gt;
* Change the keybindings, the [[Key_bindings|Key bindings]] page should help&lt;br /&gt;
* Find your {{k|Fn}} key. This key should change the meaning of the right-hand side of your keyboard, allowing you to use it as a numpad. For example, my laptop's {{k|Fn}} key is on the left of the bottom row and when I hold it and press {{k|;}} or {{k|/}} it acts like numpad {{k|-}} and {{k|+}} respectivly.&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Laptop_keyboard&amp;diff=47287</id>
		<title>40d:Laptop keyboard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Laptop_keyboard&amp;diff=47287"/>
		<updated>2009-02-07T19:21:45Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: New page: {{Colored Notice Box|#FF0000|This page should probably be merged into something else!}}   == Laptop Keyboard ==  If you're attempting to play DF on a laptop, you may have noticed that your...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Colored Notice Box|#FF0000|This page should probably be merged into something else!}} &lt;br /&gt;
&lt;br /&gt;
== Laptop Keyboard ==&lt;br /&gt;
&lt;br /&gt;
If you're attempting to play DF on a laptop, you may have noticed that your {{k|+}} and {{k|-}} keys don't seem to work. This is because DF is asking for the keys on the numpad, not the ones squeezed between {{k|0}} and {{k|backspace}}. There are two, fairly simple, solutions:&lt;br /&gt;
* Change the keybindings, the [[Key_bindings]] page should help&lt;br /&gt;
* Find your {{k|Fn}} key. This key should change the meaning of the right-hand side of your keyboard, allowing you to use it as a numpad. For example, my laptop's {{k|Fn}} key is on the left of the bottom row and when I hold it and press {{k|;}} or {{k|/}} it acts like numpad {{k|-}} and {{k|+}} respectivly.&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29691</id>
		<title>Template:Starting FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29691"/>
		<updated>2009-02-07T18:58:45Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: Changed the +/- question to point to a new page, which I will create.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. BOTH OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
Don't *REMOVE* or *CHANGE* these these next two lines - *COPY* them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question written in a way that it can be easily understood by other new players]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating pages with ? in the title.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Beginner's guide FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Quickstart guide]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Download a saved game which has a basic fort started, and guides you through a few simple tasks.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Your first fortress]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;The bare minimum you need to know to get you from installation, to playing.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to do stuff|How do I get my dwarves to do stuff?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Location|Where in the world should I settle?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where in my area should I build my fort|Where in my area should I build my fort?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[What should I build first|What should I build first?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starting_builds|What skills and items should I equip my dwarves with?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I assign tasks to specific dwarves|How do I assign tasks to specific dwarves?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Immigration|How do I get more dwarves?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How to correctly start fortress mode|Various advice from various players]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Laptop_keyboard|HELP! My +/- keys aren't working!]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Starting_FAQ|Add a question to the Starting FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Starting]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29690</id>
		<title>Template:Starting FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29690"/>
		<updated>2009-01-31T02:12:09Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: Added the &amp;quot;+/- keys&amp;quot; thing. I've noticed it's a fairly common question on the forum. Hopefully directing to the keybindings page get's the point across.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. BOTH OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
Don't *REMOVE* or *CHANGE* these these next two lines - *COPY* them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question written in a way that it can be easily understood by other new players]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating pages with ? in the title.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Beginner's guide FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Quickstart guide]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Download a saved game which has a basic fort started, and guides you through a few simple tasks.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Your first fortress]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;The bare minimum you need to know to get you from installation, to playing.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to do stuff|How do I get my dwarves to do stuff?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Location|Where in the world should I settle?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where in my area should I build my fort|Where in my area should I build my fort?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[What should I build first|What should I build first?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starting_builds|What skills and items should I equip my dwarves with?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I assign tasks to specific dwarves|How do I assign tasks to specific dwarves?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Immigration|How do I get more dwarves?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How to correctly start fortress mode|Various advice from various players]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Key_bindings|HELP! My +/- keys aren't working!]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
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&amp;lt;includeonly&amp;gt;[[Category:FAQ - Starting]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11849</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11849"/>
		<updated>2009-01-10T06:50:53Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: Lifevis?!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
Would be great to get the majority of these uploaded to the [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)].  I'm having trouble with some of the currently linked hosting sites.  I've just gotten Regional Prospector, so I'll see about getting that one up.  Thanks guys! --[[User:SlMagnvox|SlMagnvox]] 14:33, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Accent Removal ===&lt;br /&gt;
I added the accent removal utility here from [[Accent Removal]], since that's about to be deleted. However, none of Wikipedia's show-hide-box stuff works here (I assumed it would...), so it's a big glob of pre-formatted text in there that should be hidden. Could someone do it? [[User:Zardus|Zardus]] 00:51, 15 May 2008 (EDT)&lt;br /&gt;
:[[User:Jackard/Accent_Removal|Accent removal tutorial]] contains detailed instructions on the subject. I think, we could replace the whole thing on utility page with one link. [[User:Nophotoavailable|Nophotoavailable]] 20:58, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have a number of scripts that I use, but they randomly bug out for no apparent reason.  They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF.  Again, sometimes they work fine.  I could post them and how they work if someone wants.  FYI, I am on Vista and that may be an issue.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure how CPU cycles and the buffer interact in Vista.  Is your FPS low?  Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag?  Or lag might be making the buffer overflow.  It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer.  You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps.  Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a lag issue in DF.  I've yet to figure out exactly what is causing lag for me.  I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels.  Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path.  It definitely got better in this version, tho.  I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch.  --[[User:Geofferic|Geofferic]] 03:50, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::AHK does tend to do wierd stuff in DF, but most of it is predictable. A lot of wierd errors that make no sense can be fixed by explicitely telling the script to focus on the Dwarf Fortress window, as well as generous Sleep statements. I found while rewalling a 30x30 outline, sleep 100 worked fine for the first two sides but posted about half of the second two. Sleep 150 placed the second two somewhat erraticly. Sleep 200 got the second two just fine. --[[User:Knivesu|Knivesu]] 10:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Foreman ===&lt;br /&gt;
Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
:It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C-&amp;gt;D-&amp;gt;E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. [[User:Qalnor|Qalnor]] 16:37, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there any info on what the offsets (dwarfidpos, critter_start, profession_start) actually refer to?  I'm capable enough with finding memory addresses, but exactly what profession_start is eludes me.  Even dwarfidpos is a little unclear.&lt;br /&gt;
&lt;br /&gt;
 dwarfidpos = Address of Dwarf Race ID&lt;br /&gt;
 critter_start = Start of Main Creature Vector&lt;br /&gt;
 profession_start = Offset into Main Creature Vector the array of jobs.&lt;br /&gt;
[[User:Jifodus|Jifodus]] 00:41, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone know the values for v0.28.181.39f? --[[User:Aristoi|Aristoi]] 18:18, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Still no word on 39f? Perhaps we can get a little write-up on how to discover the appropriate values added to the foreman homepage. That way, when a new version of DF is released, any number of people could search for and contribute the new values, instead of depending on the few people who already know the process. --[[SWSaunders|SWSaunders]] 09:10, 12 August 2008 (ADT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Jerethi50, beat me to it.  When I went to enter the values you already had!  SWSaunders:  What I did (having never done this before) was to download a memory viewer (HxD hexeditor) and then look at the old version vs the new version in memory.  In the old version, I found the character at the dwarfidpos address and searched forward till I found that in the new file.  For critter_start I went to the old process and found it there, then searched forward in the new process till I found the pattern match (it wasn't too far).  The data was different but the pattern was the same.  The profession offset hasn't changed so I left it as is. --[[User:Aristoi|Aristoi]] 11:13, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That's exactly how I do it, except I have written a program that does it for me, since it saves time. I also tend to forget to post Dwarf Foreman's new config during updating. Usually I remember to update the tables at http://www.geocities.com/jifodus/tables/ini_jifodus/ and that has all the information you'd need (critter_start=[creature_data].base; profession_start=[creature_data].jobs); however, it seems I didn't update it this last go around. If you wander around my website, you should be able to find enough information posted there (provided you can understand it all) to learn how to update foreman for yourself. --[[User:Jifodus|Jifodus]] 22:22, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with previous versions of Dwarf Fortress, update the config file as shown below.&lt;br /&gt;
&lt;br /&gt;
==== v0.27.168.33g ====&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.173.38a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38b ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01e3dbcc&lt;br /&gt;
critter_start=01463570&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01cf4654&lt;br /&gt;
critter_start=01464570&lt;br /&gt;
dwarfidpos=01285188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01aa9d3a&lt;br /&gt;
critter_start=015124f4&lt;br /&gt;
dwarfidpos=0131f1b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39b ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01a16957&lt;br /&gt;
critter_start=015134f4&lt;br /&gt;
dwarfidpos=013201b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b89dbc&lt;br /&gt;
critter_start=01513514&lt;br /&gt;
dwarfidpos=013201d8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39d ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b0747e&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39e ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b76baa&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39f ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=036276be&lt;br /&gt;
critter_start=01575dec&lt;br /&gt;
dwarfidpos=01382690&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=03186cb3&lt;br /&gt;
critter_start=0158222c&lt;br /&gt;
dwarfidpos=0138e698&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;check=032e896f&lt;br /&gt;
critter_start=0158222c&lt;br /&gt;
dwarfidpos=0138e698&lt;br /&gt;
profession_start=0474&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d2 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01807735&lt;br /&gt;
critter_start=014D1404&lt;br /&gt;
dwarfidpos=012DD2F8&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d3 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=0191B535&lt;br /&gt;
critter_start=014D341C&lt;br /&gt;
dwarfidpos=012DF310&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d4 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=0190599F&lt;br /&gt;
critter_start=014D341C&lt;br /&gt;
dwarfidpos=012DF310&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d5 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=019687A7&lt;br /&gt;
critter_start=014D5434&lt;br /&gt;
dwarfidpos=012E1328&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d6 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=018D14AA&lt;br /&gt;
critter_start=014EDE3C&lt;br /&gt;
dwarfidpos=012F9D30&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d7 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01A78193&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d8 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01860A3C&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d9 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01318B82&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Prospector?==&lt;br /&gt;
I notice the Regional Prospector utility is no longer listed - what happened to it and did it get updated to the newest version? --[[User:Squirrelloid|Squirrelloid]] 05:20, 20 November 2008 (EST)&lt;br /&gt;
:The functionality is now provided on the embark screen, so the utility is obsolete. [[User:Random832|Random832]] 08:38, 20 November 2008 (EST)&lt;br /&gt;
::Except it really isn't.  Yeah, I can have it search the world for a site for me, but it doesn't tell me where exactly those features are - so if I want to play with size or location a little bit I don't know if I'm losing anything.  It also returns only one hit, which can make finding the type of site you want hard, especially as some variables (tree cover, relative elevation, diversity of alignment/biomes) can't be searched over making that first hit with an underground river and magma pipe (or whatever) not necessarily the one you want.  --[[User:Squirrelloid|Squirrelloid]] 10:42, 20 November 2008 (EST)&lt;br /&gt;
:::Yes, it is. Regional Prospector would make the game show various features on the local embark map such as chasms, magma vents and magma pools. This is now supported natively by changing the &amp;quot;SHOW_EMBARK_???&amp;quot; variables in the init.txt file to &amp;quot;ALWAYS&amp;quot;. Same functionality. The site finder feature which you're referring to is an additional feature, which indeed doesn't yet work perfectly. --[[User:Janus|Janus]] 11:06, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Similar variables have to be set during worldgen, although I believe they are set to &amp;quot;show&amp;quot; by default.--[[User:Maximus|Maximus]] 12:44, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Say, does anyone know of a list that explains the symbols that Prospector uses? It took me forever to be certain that a red single tilde was a magma pool, while a red double-tilde (a.k.a. squiggly equal sign) was a magma ''pipe'', and there are still a couple symbols I'm not sure about...&lt;br /&gt;
:--[[User:Macdjord|Macdjord]] 13:12, 20 November 2008 (EST)&lt;br /&gt;
:: There used to be a map key in the '''RP''' section.   [[http://www.dwarffortresswiki.net/index.php?title=Utilities&amp;amp;oldid=28602#Regional_Prospector history]]&lt;br /&gt;
&lt;br /&gt;
== Lifevis?! ==&lt;br /&gt;
&lt;br /&gt;
There's a realtime replacement for 3Dwarf out: [http://www.bay12games.com/forum/index.php?topic=29314.0] (yes, i made the thread, but no i don't claim any credit for the util.) It should '''totally''' be added to the list! But where?&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=27138</id>
		<title>40d Talk:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=27138"/>
		<updated>2008-12-31T00:49:22Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it seriously called magma mist or did the author just assume that that was the name? Honestly, if nothing is known about it there shouldn't be an article.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 02:06, 18 November 2007 (EST)&lt;br /&gt;
:It is, in fact, called magma mist, though I doubt there's much more information about it than listed on this page. I've only seen it when a &amp;quot;cave in&amp;quot; was reported within a magma vent; it's probably generated by turbulence in the same way that normal, water mist is created. This gives me an interesting idea, however.. Perhaps pumping magma up to fall back down through a grate may create a defensive 'wall' of scalding magma mist. This requires testing. ..Then again, having a magmafall in front of your doorway would probably be more than enough to deter any attackers to begin with, but it's an idea. --[[User:Hesitris|Hesitris]] 04:20, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Funny note--I had actually planned on doing that in a fort (making a wall of magma), never got around to it for some reason. But you'd certainly need a way to turn it off, and if magma splashes, you would be incredibly screwed if you even made one mistake...plus, you'd need, what, three different magma sources? Either that, or about five pumps lined up next to each other to move up *each* level or so, to maintain a constant flow. And you'd want a chasm nearby to deal with the magma that's formed, or you could use it as a moat (probably leading back to the source or sources).&lt;br /&gt;
&lt;br /&gt;
::Better yet--have a central pillar in the fort that's always full of magma, so it's accessible by some pumps on the 'ceiling' of the fortress. When you're under attack/about to be, the 3-5 tile moat around you is filled with magma that falls ''down the fortress walls''. ~ [[User:Midna|Midna]] 03:21, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Magma mist can't be made with a waterfall, i tested a while back: [http://mkv25.net/dfma/movie-918-magma-fall] [[User:Solarshado|Solarshado]] 19:49, 30 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27537</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27537"/>
		<updated>2008-12-26T02:57:40Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: Tips for living with economy?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
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2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
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3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
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4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
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----&lt;br /&gt;
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It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
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Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
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Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
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== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
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Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
:one of the nobles can, but rarely does so (bookkeeper?)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
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== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
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== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
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It's ironic that without coins, the economy actives better. Kinda like using credit cards instead of coins (Maybe a hint to the government to stop making coins?!) --[[User:AlexFili|AlexFili]] 04:17, 9 June 2008 (EDT)&lt;br /&gt;
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== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
:Both of sieges in my current fortress (40c) were prior to the economy starting, so I don't think the economy is causal. I think it has to do with population and wealth. More dwarves attract more attention and the pickings are better with more wealth. -[[User:Fuzzy|Fuzzy]] 12:02, 8 September 2008 (EDT)&lt;br /&gt;
I don't believe its a trigger for anything. My current fortress has been besieged five times and attacked by a Dragon. All this happened before I unlocked the economy.--[[User:Max Dougwell|Max Dougwell]] 07:08, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --[[User:Mizipzor|Mizipzor]] 14:16, 24 April 2008 (EDT)&lt;br /&gt;
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:I do believe eg plump helmets are 1* per unit, they only need to move a couple rocks ;) --[[User:Frostedfire|Frostedfire]] 10:30, 20 June 2008 (EDT)&lt;br /&gt;
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== Setting economy to NO (ini file) stop immigration ? ==&lt;br /&gt;
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Hello, because I really dont like economy (I want to assign bed manually !), I've desactivated it in the .ini files... but now, I haven't receive any migrants for 2 years, and my population is slowly reducing 'cause of the accidentals death. &lt;br /&gt;
Anyone know if desactiving the economy (just before the arrival of the baron which trigger economy) also desactive immigration ?&lt;br /&gt;
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Again, sorry for my imperfect english. [[User:Timst|Timst]] 08:59, 26 April 2008 (EDT)&lt;br /&gt;
:caravan reports summon migrants, large numbers of deaths or lack of wealth stop it&lt;br /&gt;
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== Childrens' accounts ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Normal&amp;quot; children are really wealthy - they sleep in rooms for nobles, eat roasts and buy golden things. I heard that they have combined wealth of their both parents. It's pretty crazy.&lt;br /&gt;
On the other hand noble children... My baroness has a son, who has 3 (yes, 3) monies on his account...&lt;br /&gt;
Isn't it really strange? --[[User:Someone-else|Someone-else]] 06:52, 6 May 2008 (EDT)&lt;br /&gt;
:His parents has no money, really. So, he has only three pennies he got hardworking in the fields, harvesting...--[[User:Dorten|Dorten]] 05:04, 16 June 2008 (EDT)&lt;br /&gt;
It appears Legendary Dwarves still get paid, despite being able to take whatever they please. My child of two Legendary Dwarves has 256 in her account. Either that or she's doing odd jobs when I'm not watching.--[[User:Max Dougwell|Max Dougwell]] 07:13, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Necessary for nobles? ==&lt;br /&gt;
&lt;br /&gt;
It's currently not very clear whether or not the economy needs to be enabled in order for nobles to continue arriving. For instance, the hammerer, barons, etc. Is there any confirmed knowledge of which nobles will or won't come depending on whether or not the economy is enabled in the init file? [[User:G-Flex|G-Flex]] 22:09, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:All right, a friend of mine just confirmed through play that such nobles, even the tax collector, will still come even with the economy disabled. He's got a count (and consort), hammerer, tax collector, dungeon master, and philosopher (at least those are the ones I know of). [[User:G-Flex|G-Flex]] 04:25, 16 June 2008 (EDT)&lt;br /&gt;
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== Effects of turning it off, once it's on? ==&lt;br /&gt;
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Changing ECONOMY to NO in the init.txt file after the economy has kicked in doesn't seem to keep dwarves from spending already-earned credit at shops.  (I haven't seen them paying for drink, so it may be that food and drink are now free; I'm not sure, though, because I haven't yet watched them pay for drinks while the economy is turned on, so I don't know when that happens.)   --[[User:Sev|Sev]] 17:00, 28 August 2008 (EDT)&lt;br /&gt;
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== Effect of turning it on, once it's off? ==&lt;br /&gt;
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If you turn the economy off and get the tax collector, baron, etc... what happens when you turn it back on?  Does the economy start back up, or do you only get one shot at it?  I don't think I want the economy but if I miss the opportunity to ever turn it on, then it becomes a tough choice. --[[User:Sowelu|Sowelu]] 02:22, 27 November 2008 (EST)&lt;br /&gt;
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== Tips for living with economy? ==&lt;br /&gt;
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I just read a suggestion on the forum, and was going to add it to a list of economy-survival tips, but there doesn't seem to be one. [http://www.bay12games.com/forum/index.php?topic=29016.msg373478#msg373478 here's the forum post]. Shouldn't there be such a page? [[User:Solarshado|Solarshado]] 21:57, 25 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Easter_eggs&amp;diff=36343</id>
		<title>40d Talk:Easter eggs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Easter_eggs&amp;diff=36343"/>
		<updated>2008-12-22T19:08:21Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Old Easter Eggs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss HIDDEN FUN STUFF here instead of the forum, and leave the spoilers to the people who want to be spoiled. --[[User:Jackard|Jackard]] 21:22, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:what happens to the old stuff from 2d, like the comments about when you scroll FAR too far into the back of the mountain or back towards home? --[[User:Frostedfire|Frostedfire]] 08:27, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Oink sound==&lt;br /&gt;
I just checked that easter egg out, turns out that it always plays during the intro, it's just masked by saying the &amp;quot;quality&amp;quot; word. When you hold the title bar it just pauses the program so you can hear them separately.--[[User:Richards|Richards]] 18:49, 12 May 2008 (EDT)&lt;br /&gt;
:Yeah, I just noticed that earlier too. Odd. --[[User:GreyMario|GreyMaria]] 13:58, 13 May 2008 (EDT)&lt;br /&gt;
The oink sound is in the data/sound folder and it's called bayend --[[User:Vanarbulax|Vanarbulax]] 5:50,  7 July 1008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Old Easter Eggs? ==&lt;br /&gt;
&lt;br /&gt;
What happened to the well/bucket thing? I never saw it myself, but it used to be here. Has it dissapeared? --[[User:Solarshado|Solarshado]] 14:07, 22 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Easter_eggs&amp;diff=36342</id>
		<title>40d Talk:Easter eggs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Easter_eggs&amp;diff=36342"/>
		<updated>2008-12-22T19:07:51Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Old Easter Eggs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss HIDDEN FUN STUFF here instead of the forum, and leave the spoilers to the people who want to be spoiled. --[[User:Jackard|Jackard]] 21:22, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:what happens to the old stuff from 2d, like the comments about when you scroll FAR too far into the back of the mountain or back towards home? --[[User:Frostedfire|Frostedfire]] 08:27, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Oink sound==&lt;br /&gt;
I just checked that easter egg out, turns out that it always plays during the intro, it's just masked by saying the &amp;quot;quality&amp;quot; word. When you hold the title bar it just pauses the program so you can hear them separately.--[[User:Richards|Richards]] 18:49, 12 May 2008 (EDT)&lt;br /&gt;
:Yeah, I just noticed that earlier too. Odd. --[[User:GreyMario|GreyMaria]] 13:58, 13 May 2008 (EDT)&lt;br /&gt;
The oink sound is in the data/sound folder and it's called bayend --[[User:Vanarbulax|Vanarbulax]] 5:50,  7 July 1008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Old Easter Eggs? ==&lt;br /&gt;
&lt;br /&gt;
What happened to the well/bucket thing? I never saw it myself, but it used to be here. Has it dissapeared?&lt;br /&gt;
[[User:Solarshado|Solarshado]] 14:07, 22 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Easter_eggs&amp;diff=36341</id>
		<title>40d Talk:Easter eggs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Easter_eggs&amp;diff=36341"/>
		<updated>2008-12-22T18:43:58Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: Old Easter Eggs?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss HIDDEN FUN STUFF here instead of the forum, and leave the spoilers to the people who want to be spoiled. --[[User:Jackard|Jackard]] 21:22, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:what happens to the old stuff from 2d, like the comments about when you scroll FAR too far into the back of the mountain or back towards home? --[[User:Frostedfire|Frostedfire]] 08:27, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Oink sound==&lt;br /&gt;
I just checked that easter egg out, turns out that it always plays during the intro, it's just masked by saying the &amp;quot;quality&amp;quot; word. When you hold the title bar it just pauses the program so you can hear them separately.--[[User:Richards|Richards]] 18:49, 12 May 2008 (EDT)&lt;br /&gt;
:Yeah, I just noticed that earlier too. Odd. --[[User:GreyMario|GreyMaria]] 13:58, 13 May 2008 (EDT)&lt;br /&gt;
The oink sound is in the data/sound folder and it's called bayend --[[User:Vanarbulax|Vanarbulax]] 5:50,  7 July 1008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Old Easter Eggs? ==&lt;br /&gt;
&lt;br /&gt;
What happened to the well/bucket thing? I never saw it myself, but it used to be here. Has it dissapeared?&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41422</id>
		<title>40d:Controls guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41422"/>
		<updated>2008-10-26T02:31:19Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Options &amp;amp; Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a beginner's guide to Fortress Mode interface [[controls]]. This page assumes the default [[key binding]]s. &lt;br /&gt;
&lt;br /&gt;
As a beginner it is reccomended that you familarise yourself with the '''(View Unit - Preferences - Labor)''' submenu, the '''View buildings''' menu, the '''Designate''' menu, and the '''Build''' menu.&lt;br /&gt;
&lt;br /&gt;
==Viewing menus==&lt;br /&gt;
There are 5 menus for gaining more information about the map and the creatures that inhabit it. When used a yellow X-shaped cursor appears which you can move around the map to gain information.&lt;br /&gt;
&lt;br /&gt;
===Look Around, k===&lt;br /&gt;
The loo{{k|k}} command shows you individual map tiles and what is standing/resting upon them. The menu displays [[Creatures]], [[Objects]], [[Buildings]], [[Map tiles]] in that order. You can use the {{k|+}} {{k|-}} keys to browse these things and press {{k|Enter}} to gain more detailed information.&lt;br /&gt;
&lt;br /&gt;
You can also designate an item to be [[forbid]]den, [[dump]]ed, or [[melt]]ed from this menu, if it is allowed (You can't designate a loaf of bread to be melted, for example!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Units, v===&lt;br /&gt;
The {{key|v}}iew command gives detailed information on creatures: a [[dwarf]], an [[animal]], a [[goblin]], etc. You do not need to place the cursor directly over the creature, information is given on the nearest creature. If multiple creatures are occupying the same tile use {{key|v}} to cycle through them. &lt;br /&gt;
&lt;br /&gt;
This command has several different menu views:&lt;br /&gt;
* {{key|g}} General -  Name, occupation, [[attributes]] and [[skills]].&lt;br /&gt;
* {{key|i}} Inventory - Shows all the items the creature is carrying. Also shows the bloodstains, mud and goo that accumulates on creatures. &lt;br /&gt;
* {{key|w}} [[Wound]]s - Shows the creature's health. Bright white means the body part is unharmed. Effects like &amp;quot;Thirsty&amp;quot; and &amp;quot;Unconscious&amp;quot; are also listed here. &lt;br /&gt;
* {{key|p}} Preferences - This menu includes a number of sub-menus: &lt;br /&gt;
** {{key|l}} Labor - This lists which types of [[job]]s the dwarf will accept. Very important for controlling their behaviour.&lt;br /&gt;
** {{key|e}} Work Dogs - Assign [[train]]ed [[dog]]s to this dwarf. &lt;br /&gt;
** {{key|s}} Soldering and Hunting - Change the dwarf's [[weapon]] and [[armor]] choices. &lt;br /&gt;
** {{key|A}} Activate/Deactivate dwarf - Draft the dwarf into the [[military]].&lt;br /&gt;
** {{key|z}} View Profile - Views a dwarf's [[profile]]. From here, you can view [[thought]]s and [[preference]]s, view his [[relationship]]s, and give him a custom nickname or [[profession]] title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Rooms/Buildings, q===&lt;br /&gt;
This command has quite different effects, depending on what you examine with it.&lt;br /&gt;
*If you view a [[workshop]] you can change what tasks are being worked on. &lt;br /&gt;
*If you view a piece of [[furniture]] you can define a [[room]] from it (e.g. a [[bed ]]into a [[bedroom]], a [[chair]] into an [[office]], etc). Depending on the type of furniture there are additional options (e.g. a [[door]] can be locked, a [[coffin]] can be used for either [[pet]] or [[citizen]] burial). You can also assign the room to belong to a specific dwarf, if you wish.&lt;br /&gt;
*If you view a [[farm plot]] you can change what crops are being planted.&lt;br /&gt;
*If you view a [[stockpile]] you can change what types of objects are stored there, how many [[barrel]]s are used, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View items in buildings, t===&lt;br /&gt;
The i{{key|t}}ems command is used to see items that are actually inside buildings, such as [[workshop]]s, [[depot]]s, and [[trap]]s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squads, x===&lt;br /&gt;
This command is used to control your military squads. The options are:&lt;br /&gt;
*{{k|l}} Lock on squad - Instead of selecting the squad nearest the cursor this squad will remain selected.&lt;br /&gt;
*{{k|p}} Add a patrol route - Add a series of points and the squad will walk around them.&lt;br /&gt;
*{{k|x}} Delete patrol route - Self-explantory.&lt;br /&gt;
*{{k|s}} Station squad - The squad will congregrate around the point you define. This is overridden if they have a patrol route {{verify}}.&lt;br /&gt;
*{{k|z}} Zoom to commander - Self-explantory.&lt;br /&gt;
*{{K|+}}/{{K|-}} Lock on another squad - change which squad you have selected.&lt;br /&gt;
&lt;br /&gt;
=Order your Dwarves=&lt;br /&gt;
&lt;br /&gt;
These commands affect what your dwarves do. These also use the cursor. &lt;br /&gt;
&lt;br /&gt;
==Build==&lt;br /&gt;
{{key|b}} Use this command to [[build]] rooms, place [[furniture]], start [[farm]] plots, and such.&lt;br /&gt;
*{{key|w}} '''[[Workshop]]s'''&lt;br /&gt;
*{{key|C}} '''[[Construction]]'''&lt;br /&gt;
*{{key|T}} '''[[Trap]]s'''&lt;br /&gt;
&lt;br /&gt;
==Designate==&lt;br /&gt;
{{key|d}} Use this to mark stone to be [[mine]]d out, trees to be cut, [[plant]]s to be gathered, walls and floors to be smoothed or [[engrave]]d, and so on. You can also [[forbid]], [[dump]], [[melt]] or [[hide]] items and rooms. &lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
{{key|p}} Used to create [[stockpile]]s. &lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
{{key|i}} Mark an [[activity zone]] for drinking [[water]], [[fishing]], [[dump]], or [[sand]] collection. This interface is the reverse of designate and stockpile commands: you mark out the rectangular area first, and define what it does afterwards.&lt;br /&gt;
&lt;br /&gt;
=Fortress Information=&lt;br /&gt;
&lt;br /&gt;
These commands take you away from the map, to an informational screen. Some of them also let you give orders. &lt;br /&gt;
==Announcements==&lt;br /&gt;
{{key|a}} This screen logs the announcements that appear at the bottom of the screen. Use it to see any you missed, or scroll up the early history of your fortress. &lt;br /&gt;
&lt;br /&gt;
==Civilizations==&lt;br /&gt;
{{key|c}} A list of other civilizations within distance for [[trade]] or [[war]]. &lt;br /&gt;
&lt;br /&gt;
==Unit List==&lt;br /&gt;
{{key|u}} A list of every creature on the map. Dwarves are listed first, then [[tame]] animals, then hostile creatures, then wild animals. Even dead creatures are listed here, so you can track your fallen dwarves. &lt;br /&gt;
* {{key|c}} '''Zoom to Creature''' This takes you to [[#View Creature|View Creature]] mode, with the cursor centered on the selected creature. &lt;br /&gt;
* {{key|v}} '''View Profile''' &lt;br /&gt;
* {{key|b}} '''Zoom to Building''' Takes you too the [[building]] associated with the the dwarf's current task. For hauling tasks, this is the destination [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{key|m}} This one looks a lot like the Unit List screen, except &lt;br /&gt;
* {{key|w}} '''Weapons''' Changes a soldier's weapon &amp;amp; armor preferences. &lt;br /&gt;
* {{key|Enter}} '''Promote''' Changes to the promotion/organize unit mode. Be careful! It's hard to tell that you're in a different mode.&lt;br /&gt;
&lt;br /&gt;
==Room List==&lt;br /&gt;
{{key|r}} Lists all [[Rooms]], [[Buildings]], [[Stockpiles]], and even [[Activity zones]] in the fortress. For rooms, it includes the room's quality and the owner's name. It includes quick access to each room's {{k|q}} and {{k|t}} menus.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{key|l}} A list of the [[artifact]]s your fortress has produced. &lt;br /&gt;
&lt;br /&gt;
==Nobles &amp;amp; Administrators==&lt;br /&gt;
{{key|n}} Access the [[Nobles screen]]&lt;br /&gt;
&lt;br /&gt;
==Fortress Overview==&lt;br /&gt;
{{key|z}} This screen is filled with useful information, like your fortress's net worth, and how much food and drink you have left. &lt;br /&gt;
* '''Animals'''&lt;br /&gt;
* '''Kitchens'''  From here you can specify what [[food]]s can [[cook]]ed or [[brew]]ed. &lt;br /&gt;
* '''Stone''' &lt;br /&gt;
* '''Stocks''' This is an in-depth listing of every item, down to every rotting rat corpse. The accuracy of the your item count depends on your [[bookkeeper]]. &lt;br /&gt;
* '''Justice''' Shows the details of the dwarven [[justice]] system, once you have one.&lt;br /&gt;
See [[Status]] for more details.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Options &amp;amp; Orders==&lt;br /&gt;
{{key|o}} See [[Standing orders]]&lt;br /&gt;
&lt;br /&gt;
==Hot keys==&lt;br /&gt;
{{key|h}} See [[Hotkeys]]&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41421</id>
		<title>40d:Controls guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41421"/>
		<updated>2008-10-26T01:46:39Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Hot keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a beginner's guide to Fortress Mode interface [[controls]]. This page assumes the default [[key binding]]s. &lt;br /&gt;
&lt;br /&gt;
As a beginner it is reccomended that you familarise yourself with the '''(View Unit - Preferences - Labor)''' submenu, the '''View buildings''' menu, the '''Designate''' menu, and the '''Build''' menu.&lt;br /&gt;
&lt;br /&gt;
==Viewing menus==&lt;br /&gt;
There are 5 menus for gaining more information about the map and the creatures that inhabit it. When used a yellow X-shaped cursor appears which you can move around the map to gain information.&lt;br /&gt;
&lt;br /&gt;
===Look Around, k===&lt;br /&gt;
The loo{{k|k}} command shows you individual map tiles and what is standing/resting upon them. The menu displays [[Creatures]], [[Objects]], [[Buildings]], [[Map tiles]] in that order. You can use the {{k|+}} {{k|-}} keys to browse these things and press {{k|Enter}} to gain more detailed information.&lt;br /&gt;
&lt;br /&gt;
You can also designate an item to be [[forbid]]den, [[dump]]ed, or [[melt]]ed from this menu, if it is allowed (You can't designate a loaf of bread to be melted, for example!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Units, v===&lt;br /&gt;
The {{key|v}}iew command gives detailed information on creatures: a [[dwarf]], an [[animal]], a [[goblin]], etc. You do not need to place the cursor directly over the creature, information is given on the nearest creature. If multiple creatures are occupying the same tile use {{key|v}} to cycle through them. &lt;br /&gt;
&lt;br /&gt;
This command has several different menu views:&lt;br /&gt;
* {{key|g}} General -  Name, occupation, [[attributes]] and [[skills]].&lt;br /&gt;
* {{key|i}} Inventory - Shows all the items the creature is carrying. Also shows the bloodstains, mud and goo that accumulates on creatures. &lt;br /&gt;
* {{key|w}} [[Wound]]s - Shows the creature's health. Bright white means the body part is unharmed. Effects like &amp;quot;Thirsty&amp;quot; and &amp;quot;Unconscious&amp;quot; are also listed here. &lt;br /&gt;
* {{key|p}} Preferences - This menu includes a number of sub-menus: &lt;br /&gt;
** {{key|l}} Labor - This lists which types of [[job]]s the dwarf will accept. Very important for controlling their behaviour.&lt;br /&gt;
** {{key|e}} Work Dogs - Assign [[train]]ed [[dog]]s to this dwarf. &lt;br /&gt;
** {{key|s}} Soldering and Hunting - Change the dwarf's [[weapon]] and [[armor]] choices. &lt;br /&gt;
** {{key|A}} Activate/Deactivate dwarf - Draft the dwarf into the [[military]].&lt;br /&gt;
** {{key|z}} View Profile - Views a dwarf's [[profile]]. From here, you can view [[thought]]s and [[preference]]s, view his [[relationship]]s, and give him a custom nickname or [[profession]] title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Rooms/Buildings, q===&lt;br /&gt;
This command has quite different effects, depending on what you examine with it.&lt;br /&gt;
*If you view a [[workshop]] you can change what tasks are being worked on. &lt;br /&gt;
*If you view a piece of [[furniture]] you can define a [[room]] from it (e.g. a [[bed ]]into a [[bedroom]], a [[chair]] into an [[office]], etc). Depending on the type of furniture there are additional options (e.g. a [[door]] can be locked, a [[coffin]] can be used for either [[pet]] or [[citizen]] burial). You can also assign the room to belong to a specific dwarf, if you wish.&lt;br /&gt;
*If you view a [[farm plot]] you can change what crops are being planted.&lt;br /&gt;
*If you view a [[stockpile]] you can change what types of objects are stored there, how many [[barrel]]s are used, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View items in buildings, t===&lt;br /&gt;
The i{{key|t}}ems command is used to see items that are actually inside buildings, such as [[workshop]]s, [[depot]]s, and [[trap]]s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squads, x===&lt;br /&gt;
This command is used to control your military squads. The options are:&lt;br /&gt;
*{{k|l}} Lock on squad - Instead of selecting the squad nearest the cursor this squad will remain selected.&lt;br /&gt;
*{{k|p}} Add a patrol route - Add a series of points and the squad will walk around them.&lt;br /&gt;
*{{k|x}} Delete patrol route - Self-explantory.&lt;br /&gt;
*{{k|s}} Station squad - The squad will congregrate around the point you define. This is overridden if they have a patrol route {{verify}}.&lt;br /&gt;
*{{k|z}} Zoom to commander - Self-explantory.&lt;br /&gt;
*{{K|+}}/{{K|-}} Lock on another squad - change which squad you have selected.&lt;br /&gt;
&lt;br /&gt;
=Order your Dwarves=&lt;br /&gt;
&lt;br /&gt;
These commands affect what your dwarves do. These also use the cursor. &lt;br /&gt;
&lt;br /&gt;
==Build==&lt;br /&gt;
{{key|b}} Use this command to [[build]] rooms, place [[furniture]], start [[farm]] plots, and such.&lt;br /&gt;
*{{key|w}} '''[[Workshop]]s'''&lt;br /&gt;
*{{key|C}} '''[[Construction]]'''&lt;br /&gt;
*{{key|T}} '''[[Trap]]s'''&lt;br /&gt;
&lt;br /&gt;
==Designate==&lt;br /&gt;
{{key|d}} Use this to mark stone to be [[mine]]d out, trees to be cut, [[plant]]s to be gathered, walls and floors to be smoothed or [[engrave]]d, and so on. You can also [[forbid]], [[dump]], [[melt]] or [[hide]] items and rooms. &lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
{{key|p}} Used to create [[stockpile]]s. &lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
{{key|i}} Mark an [[activity zone]] for drinking [[water]], [[fishing]], [[dump]], or [[sand]] collection. This interface is the reverse of designate and stockpile commands: you mark out the rectangular area first, and define what it does afterwards.&lt;br /&gt;
&lt;br /&gt;
=Fortress Information=&lt;br /&gt;
&lt;br /&gt;
These commands take you away from the map, to an informational screen. Some of them also let you give orders. &lt;br /&gt;
==Announcements==&lt;br /&gt;
{{key|a}} This screen logs the announcements that appear at the bottom of the screen. Use it to see any you missed, or scroll up the early history of your fortress. &lt;br /&gt;
&lt;br /&gt;
==Civilizations==&lt;br /&gt;
{{key|c}} A list of other civilizations within distance for [[trade]] or [[war]]. &lt;br /&gt;
&lt;br /&gt;
==Unit List==&lt;br /&gt;
{{key|u}} A list of every creature on the map. Dwarves are listed first, then [[tame]] animals, then hostile creatures, then wild animals. Even dead creatures are listed here, so you can track your fallen dwarves. &lt;br /&gt;
* {{key|c}} '''Zoom to Creature''' This takes you to [[#View Creature|View Creature]] mode, with the cursor centered on the selected creature. &lt;br /&gt;
* {{key|v}} '''View Profile''' &lt;br /&gt;
* {{key|b}} '''Zoom to Building''' Takes you too the [[building]] associated with the the dwarf's current task. For hauling tasks, this is the destination [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{key|m}} This one looks a lot like the Unit List screen, except &lt;br /&gt;
* {{key|w}} '''Weapons''' Changes a soldier's weapon &amp;amp; armor preferences. &lt;br /&gt;
* {{key|Enter}} '''Promote''' Changes to the promotion/organize unit mode. Be careful! It's hard to tell that you're in a different mode.&lt;br /&gt;
&lt;br /&gt;
==Room List==&lt;br /&gt;
{{key|r}} Lists all [[Rooms]], [[Buildings]], [[Stockpiles]], and even [[Activity zones]] in the fortress. For rooms, it includes the room's quality and the owner's name. It includes quick access to each room's {{k|q}} and {{k|t}} menus.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{key|l}} A list of the [[artifact]]s your fortress has produced. &lt;br /&gt;
&lt;br /&gt;
==Nobles &amp;amp; Administrators==&lt;br /&gt;
{{key|n}} Access the [[Nobles screen]]&lt;br /&gt;
&lt;br /&gt;
==Fortress Overview==&lt;br /&gt;
{{key|z}} This screen is filled with useful information, like your fortress's net worth, and how much food and drink you have left. &lt;br /&gt;
* '''Animals'''&lt;br /&gt;
* '''Kitchens'''  From here you can specify what [[food]]s can [[cook]]ed or [[brew]]ed. &lt;br /&gt;
* '''Stone''' &lt;br /&gt;
* '''Stocks''' This is an in-depth listing of every item, down to every rotting rat corpse. The accuracy of the your item count depends on your [[bookkeeper]]. &lt;br /&gt;
* '''Justice''' Shows the details of the dwarven [[justice]] system, once you have one.&lt;br /&gt;
See [[Status]] for more details.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Options &amp;amp; Orders==&lt;br /&gt;
{{key|o}}&lt;br /&gt;
&lt;br /&gt;
==Hot keys==&lt;br /&gt;
{{key|h}} See [[Hotkeys]]&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41420</id>
		<title>40d:Controls guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41420"/>
		<updated>2008-10-26T01:43:46Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Fortress Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a beginner's guide to Fortress Mode interface [[controls]]. This page assumes the default [[key binding]]s. &lt;br /&gt;
&lt;br /&gt;
As a beginner it is reccomended that you familarise yourself with the '''(View Unit - Preferences - Labor)''' submenu, the '''View buildings''' menu, the '''Designate''' menu, and the '''Build''' menu.&lt;br /&gt;
&lt;br /&gt;
==Viewing menus==&lt;br /&gt;
There are 5 menus for gaining more information about the map and the creatures that inhabit it. When used a yellow X-shaped cursor appears which you can move around the map to gain information.&lt;br /&gt;
&lt;br /&gt;
===Look Around, k===&lt;br /&gt;
The loo{{k|k}} command shows you individual map tiles and what is standing/resting upon them. The menu displays [[Creatures]], [[Objects]], [[Buildings]], [[Map tiles]] in that order. You can use the {{k|+}} {{k|-}} keys to browse these things and press {{k|Enter}} to gain more detailed information.&lt;br /&gt;
&lt;br /&gt;
You can also designate an item to be [[forbid]]den, [[dump]]ed, or [[melt]]ed from this menu, if it is allowed (You can't designate a loaf of bread to be melted, for example!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Units, v===&lt;br /&gt;
The {{key|v}}iew command gives detailed information on creatures: a [[dwarf]], an [[animal]], a [[goblin]], etc. You do not need to place the cursor directly over the creature, information is given on the nearest creature. If multiple creatures are occupying the same tile use {{key|v}} to cycle through them. &lt;br /&gt;
&lt;br /&gt;
This command has several different menu views:&lt;br /&gt;
* {{key|g}} General -  Name, occupation, [[attributes]] and [[skills]].&lt;br /&gt;
* {{key|i}} Inventory - Shows all the items the creature is carrying. Also shows the bloodstains, mud and goo that accumulates on creatures. &lt;br /&gt;
* {{key|w}} [[Wound]]s - Shows the creature's health. Bright white means the body part is unharmed. Effects like &amp;quot;Thirsty&amp;quot; and &amp;quot;Unconscious&amp;quot; are also listed here. &lt;br /&gt;
* {{key|p}} Preferences - This menu includes a number of sub-menus: &lt;br /&gt;
** {{key|l}} Labor - This lists which types of [[job]]s the dwarf will accept. Very important for controlling their behaviour.&lt;br /&gt;
** {{key|e}} Work Dogs - Assign [[train]]ed [[dog]]s to this dwarf. &lt;br /&gt;
** {{key|s}} Soldering and Hunting - Change the dwarf's [[weapon]] and [[armor]] choices. &lt;br /&gt;
** {{key|A}} Activate/Deactivate dwarf - Draft the dwarf into the [[military]].&lt;br /&gt;
** {{key|z}} View Profile - Views a dwarf's [[profile]]. From here, you can view [[thought]]s and [[preference]]s, view his [[relationship]]s, and give him a custom nickname or [[profession]] title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Rooms/Buildings, q===&lt;br /&gt;
This command has quite different effects, depending on what you examine with it.&lt;br /&gt;
*If you view a [[workshop]] you can change what tasks are being worked on. &lt;br /&gt;
*If you view a piece of [[furniture]] you can define a [[room]] from it (e.g. a [[bed ]]into a [[bedroom]], a [[chair]] into an [[office]], etc). Depending on the type of furniture there are additional options (e.g. a [[door]] can be locked, a [[coffin]] can be used for either [[pet]] or [[citizen]] burial). You can also assign the room to belong to a specific dwarf, if you wish.&lt;br /&gt;
*If you view a [[farm plot]] you can change what crops are being planted.&lt;br /&gt;
*If you view a [[stockpile]] you can change what types of objects are stored there, how many [[barrel]]s are used, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View items in buildings, t===&lt;br /&gt;
The i{{key|t}}ems command is used to see items that are actually inside buildings, such as [[workshop]]s, [[depot]]s, and [[trap]]s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squads, x===&lt;br /&gt;
This command is used to control your military squads. The options are:&lt;br /&gt;
*{{k|l}} Lock on squad - Instead of selecting the squad nearest the cursor this squad will remain selected.&lt;br /&gt;
*{{k|p}} Add a patrol route - Add a series of points and the squad will walk around them.&lt;br /&gt;
*{{k|x}} Delete patrol route - Self-explantory.&lt;br /&gt;
*{{k|s}} Station squad - The squad will congregrate around the point you define. This is overridden if they have a patrol route {{verify}}.&lt;br /&gt;
*{{k|z}} Zoom to commander - Self-explantory.&lt;br /&gt;
*{{K|+}}/{{K|-}} Lock on another squad - change which squad you have selected.&lt;br /&gt;
&lt;br /&gt;
=Order your Dwarves=&lt;br /&gt;
&lt;br /&gt;
These commands affect what your dwarves do. These also use the cursor. &lt;br /&gt;
&lt;br /&gt;
==Build==&lt;br /&gt;
{{key|b}} Use this command to [[build]] rooms, place [[furniture]], start [[farm]] plots, and such.&lt;br /&gt;
*{{key|w}} '''[[Workshop]]s'''&lt;br /&gt;
*{{key|C}} '''[[Construction]]'''&lt;br /&gt;
*{{key|T}} '''[[Trap]]s'''&lt;br /&gt;
&lt;br /&gt;
==Designate==&lt;br /&gt;
{{key|d}} Use this to mark stone to be [[mine]]d out, trees to be cut, [[plant]]s to be gathered, walls and floors to be smoothed or [[engrave]]d, and so on. You can also [[forbid]], [[dump]], [[melt]] or [[hide]] items and rooms. &lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
{{key|p}} Used to create [[stockpile]]s. &lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
{{key|i}} Mark an [[activity zone]] for drinking [[water]], [[fishing]], [[dump]], or [[sand]] collection. This interface is the reverse of designate and stockpile commands: you mark out the rectangular area first, and define what it does afterwards.&lt;br /&gt;
&lt;br /&gt;
=Fortress Information=&lt;br /&gt;
&lt;br /&gt;
These commands take you away from the map, to an informational screen. Some of them also let you give orders. &lt;br /&gt;
==Announcements==&lt;br /&gt;
{{key|a}} This screen logs the announcements that appear at the bottom of the screen. Use it to see any you missed, or scroll up the early history of your fortress. &lt;br /&gt;
&lt;br /&gt;
==Civilizations==&lt;br /&gt;
{{key|c}} A list of other civilizations within distance for [[trade]] or [[war]]. &lt;br /&gt;
&lt;br /&gt;
==Unit List==&lt;br /&gt;
{{key|u}} A list of every creature on the map. Dwarves are listed first, then [[tame]] animals, then hostile creatures, then wild animals. Even dead creatures are listed here, so you can track your fallen dwarves. &lt;br /&gt;
* {{key|c}} '''Zoom to Creature''' This takes you to [[#View Creature|View Creature]] mode, with the cursor centered on the selected creature. &lt;br /&gt;
* {{key|v}} '''View Profile''' &lt;br /&gt;
* {{key|b}} '''Zoom to Building''' Takes you too the [[building]] associated with the the dwarf's current task. For hauling tasks, this is the destination [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{key|m}} This one looks a lot like the Unit List screen, except &lt;br /&gt;
* {{key|w}} '''Weapons''' Changes a soldier's weapon &amp;amp; armor preferences. &lt;br /&gt;
* {{key|Enter}} '''Promote''' Changes to the promotion/organize unit mode. Be careful! It's hard to tell that you're in a different mode.&lt;br /&gt;
&lt;br /&gt;
==Room List==&lt;br /&gt;
{{key|r}} Lists all [[Rooms]], [[Buildings]], [[Stockpiles]], and even [[Activity zones]] in the fortress. For rooms, it includes the room's quality and the owner's name. It includes quick access to each room's {{k|q}} and {{k|t}} menus.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{key|l}} A list of the [[artifact]]s your fortress has produced. &lt;br /&gt;
&lt;br /&gt;
==Nobles &amp;amp; Administrators==&lt;br /&gt;
{{key|n}} Access the [[Nobles screen]]&lt;br /&gt;
&lt;br /&gt;
==Fortress Overview==&lt;br /&gt;
{{key|z}} This screen is filled with useful information, like your fortress's net worth, and how much food and drink you have left. &lt;br /&gt;
* '''Animals'''&lt;br /&gt;
* '''Kitchens'''  From here you can specify what [[food]]s can [[cook]]ed or [[brew]]ed. &lt;br /&gt;
* '''Stone''' &lt;br /&gt;
* '''Stocks''' This is an in-depth listing of every item, down to every rotting rat corpse. The accuracy of the your item count depends on your [[bookkeeper]]. &lt;br /&gt;
* '''Justice''' Shows the details of the dwarven [[justice]] system, once you have one.&lt;br /&gt;
See [[Status]] for more details.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Options &amp;amp; Orders==&lt;br /&gt;
{{key|o}}&lt;br /&gt;
&lt;br /&gt;
==Hot keys==&lt;br /&gt;
{{key|h}}&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41419</id>
		<title>40d:Controls guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41419"/>
		<updated>2008-10-26T01:41:26Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Nobles &amp;amp; Administrators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a beginner's guide to Fortress Mode interface [[controls]]. This page assumes the default [[key binding]]s. &lt;br /&gt;
&lt;br /&gt;
As a beginner it is reccomended that you familarise yourself with the '''(View Unit - Preferences - Labor)''' submenu, the '''View buildings''' menu, the '''Designate''' menu, and the '''Build''' menu.&lt;br /&gt;
&lt;br /&gt;
==Viewing menus==&lt;br /&gt;
There are 5 menus for gaining more information about the map and the creatures that inhabit it. When used a yellow X-shaped cursor appears which you can move around the map to gain information.&lt;br /&gt;
&lt;br /&gt;
===Look Around, k===&lt;br /&gt;
The loo{{k|k}} command shows you individual map tiles and what is standing/resting upon them. The menu displays [[Creatures]], [[Objects]], [[Buildings]], [[Map tiles]] in that order. You can use the {{k|+}} {{k|-}} keys to browse these things and press {{k|Enter}} to gain more detailed information.&lt;br /&gt;
&lt;br /&gt;
You can also designate an item to be [[forbid]]den, [[dump]]ed, or [[melt]]ed from this menu, if it is allowed (You can't designate a loaf of bread to be melted, for example!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Units, v===&lt;br /&gt;
The {{key|v}}iew command gives detailed information on creatures: a [[dwarf]], an [[animal]], a [[goblin]], etc. You do not need to place the cursor directly over the creature, information is given on the nearest creature. If multiple creatures are occupying the same tile use {{key|v}} to cycle through them. &lt;br /&gt;
&lt;br /&gt;
This command has several different menu views:&lt;br /&gt;
* {{key|g}} General -  Name, occupation, [[attributes]] and [[skills]].&lt;br /&gt;
* {{key|i}} Inventory - Shows all the items the creature is carrying. Also shows the bloodstains, mud and goo that accumulates on creatures. &lt;br /&gt;
* {{key|w}} [[Wound]]s - Shows the creature's health. Bright white means the body part is unharmed. Effects like &amp;quot;Thirsty&amp;quot; and &amp;quot;Unconscious&amp;quot; are also listed here. &lt;br /&gt;
* {{key|p}} Preferences - This menu includes a number of sub-menus: &lt;br /&gt;
** {{key|l}} Labor - This lists which types of [[job]]s the dwarf will accept. Very important for controlling their behaviour.&lt;br /&gt;
** {{key|e}} Work Dogs - Assign [[train]]ed [[dog]]s to this dwarf. &lt;br /&gt;
** {{key|s}} Soldering and Hunting - Change the dwarf's [[weapon]] and [[armor]] choices. &lt;br /&gt;
** {{key|A}} Activate/Deactivate dwarf - Draft the dwarf into the [[military]].&lt;br /&gt;
** {{key|z}} View Profile - Views a dwarf's [[profile]]. From here, you can view [[thought]]s and [[preference]]s, view his [[relationship]]s, and give him a custom nickname or [[profession]] title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Rooms/Buildings, q===&lt;br /&gt;
This command has quite different effects, depending on what you examine with it.&lt;br /&gt;
*If you view a [[workshop]] you can change what tasks are being worked on. &lt;br /&gt;
*If you view a piece of [[furniture]] you can define a [[room]] from it (e.g. a [[bed ]]into a [[bedroom]], a [[chair]] into an [[office]], etc). Depending on the type of furniture there are additional options (e.g. a [[door]] can be locked, a [[coffin]] can be used for either [[pet]] or [[citizen]] burial). You can also assign the room to belong to a specific dwarf, if you wish.&lt;br /&gt;
*If you view a [[farm plot]] you can change what crops are being planted.&lt;br /&gt;
*If you view a [[stockpile]] you can change what types of objects are stored there, how many [[barrel]]s are used, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View items in buildings, t===&lt;br /&gt;
The i{{key|t}}ems command is used to see items that are actually inside buildings, such as [[workshop]]s, [[depot]]s, and [[trap]]s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squads, x===&lt;br /&gt;
This command is used to control your military squads. The options are:&lt;br /&gt;
*{{k|l}} Lock on squad - Instead of selecting the squad nearest the cursor this squad will remain selected.&lt;br /&gt;
*{{k|p}} Add a patrol route - Add a series of points and the squad will walk around them.&lt;br /&gt;
*{{k|x}} Delete patrol route - Self-explantory.&lt;br /&gt;
*{{k|s}} Station squad - The squad will congregrate around the point you define. This is overridden if they have a patrol route {{verify}}.&lt;br /&gt;
*{{k|z}} Zoom to commander - Self-explantory.&lt;br /&gt;
*{{K|+}}/{{K|-}} Lock on another squad - change which squad you have selected.&lt;br /&gt;
&lt;br /&gt;
=Order your Dwarves=&lt;br /&gt;
&lt;br /&gt;
These commands affect what your dwarves do. These also use the cursor. &lt;br /&gt;
&lt;br /&gt;
==Build==&lt;br /&gt;
{{key|b}} Use this command to [[build]] rooms, place [[furniture]], start [[farm]] plots, and such.&lt;br /&gt;
*{{key|w}} '''[[Workshop]]s'''&lt;br /&gt;
*{{key|C}} '''[[Construction]]'''&lt;br /&gt;
*{{key|T}} '''[[Trap]]s'''&lt;br /&gt;
&lt;br /&gt;
==Designate==&lt;br /&gt;
{{key|d}} Use this to mark stone to be [[mine]]d out, trees to be cut, [[plant]]s to be gathered, walls and floors to be smoothed or [[engrave]]d, and so on. You can also [[forbid]], [[dump]], [[melt]] or [[hide]] items and rooms. &lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
{{key|p}} Used to create [[stockpile]]s. &lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
{{key|i}} Mark an [[activity zone]] for drinking [[water]], [[fishing]], [[dump]], or [[sand]] collection. This interface is the reverse of designate and stockpile commands: you mark out the rectangular area first, and define what it does afterwards.&lt;br /&gt;
&lt;br /&gt;
=Fortress Information=&lt;br /&gt;
&lt;br /&gt;
These commands take you away from the map, to an informational screen. Some of them also let you give orders. &lt;br /&gt;
==Announcements==&lt;br /&gt;
{{key|a}} This screen logs the announcements that appear at the bottom of the screen. Use it to see any you missed, or scroll up the early history of your fortress. &lt;br /&gt;
&lt;br /&gt;
==Civilizations==&lt;br /&gt;
{{key|c}} A list of other civilizations within distance for [[trade]] or [[war]]. &lt;br /&gt;
&lt;br /&gt;
==Unit List==&lt;br /&gt;
{{key|u}} A list of every creature on the map. Dwarves are listed first, then [[tame]] animals, then hostile creatures, then wild animals. Even dead creatures are listed here, so you can track your fallen dwarves. &lt;br /&gt;
* {{key|c}} '''Zoom to Creature''' This takes you to [[#View Creature|View Creature]] mode, with the cursor centered on the selected creature. &lt;br /&gt;
* {{key|v}} '''View Profile''' &lt;br /&gt;
* {{key|b}} '''Zoom to Building''' Takes you too the [[building]] associated with the the dwarf's current task. For hauling tasks, this is the destination [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{key|m}} This one looks a lot like the Unit List screen, except &lt;br /&gt;
* {{key|w}} '''Weapons''' Changes a soldier's weapon &amp;amp; armor preferences. &lt;br /&gt;
* {{key|Enter}} '''Promote''' Changes to the promotion/organize unit mode. Be careful! It's hard to tell that you're in a different mode.&lt;br /&gt;
&lt;br /&gt;
==Room List==&lt;br /&gt;
{{key|r}} Lists all [[Rooms]], [[Buildings]], [[Stockpiles]], and even [[Activity zones]] in the fortress. For rooms, it includes the room's quality and the owner's name. It includes quick access to each room's {{k|q}} and {{k|t}} menus.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{key|l}} A list of the [[artifact]]s your fortress has produced. &lt;br /&gt;
&lt;br /&gt;
==Nobles &amp;amp; Administrators==&lt;br /&gt;
{{key|n}} Access the [[Nobles screen]]&lt;br /&gt;
&lt;br /&gt;
==Fortress Overview==&lt;br /&gt;
{{key|z}} This screen is filled with useful information, like your fortress's net worth, and how much food and drink you have left. &lt;br /&gt;
* '''Animals'''&lt;br /&gt;
* '''Kitchens'''  From here you can specify what [[food]]s can [[cook]]ed or [[brew]]ed. &lt;br /&gt;
* '''Stone''' &lt;br /&gt;
* '''Stocks''' This is an in-depth listing of every item, down to every rotting rat corpse. The accuracy of the your item count depends on your [[bookkeeper]]. &lt;br /&gt;
* '''Justice''' Shows the details of the dwarven [[justice]] system, once you have one.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Options &amp;amp; Orders==&lt;br /&gt;
{{key|o}}&lt;br /&gt;
&lt;br /&gt;
==Hot keys==&lt;br /&gt;
{{key|h}}&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41418</id>
		<title>40d:Controls guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41418"/>
		<updated>2008-10-26T01:34:37Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Room List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a beginner's guide to Fortress Mode interface [[controls]]. This page assumes the default [[key binding]]s. &lt;br /&gt;
&lt;br /&gt;
As a beginner it is reccomended that you familarise yourself with the '''(View Unit - Preferences - Labor)''' submenu, the '''View buildings''' menu, the '''Designate''' menu, and the '''Build''' menu.&lt;br /&gt;
&lt;br /&gt;
==Viewing menus==&lt;br /&gt;
There are 5 menus for gaining more information about the map and the creatures that inhabit it. When used a yellow X-shaped cursor appears which you can move around the map to gain information.&lt;br /&gt;
&lt;br /&gt;
===Look Around, k===&lt;br /&gt;
The loo{{k|k}} command shows you individual map tiles and what is standing/resting upon them. The menu displays [[Creatures]], [[Objects]], [[Buildings]], [[Map tiles]] in that order. You can use the {{k|+}} {{k|-}} keys to browse these things and press {{k|Enter}} to gain more detailed information.&lt;br /&gt;
&lt;br /&gt;
You can also designate an item to be [[forbid]]den, [[dump]]ed, or [[melt]]ed from this menu, if it is allowed (You can't designate a loaf of bread to be melted, for example!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Units, v===&lt;br /&gt;
The {{key|v}}iew command gives detailed information on creatures: a [[dwarf]], an [[animal]], a [[goblin]], etc. You do not need to place the cursor directly over the creature, information is given on the nearest creature. If multiple creatures are occupying the same tile use {{key|v}} to cycle through them. &lt;br /&gt;
&lt;br /&gt;
This command has several different menu views:&lt;br /&gt;
* {{key|g}} General -  Name, occupation, [[attributes]] and [[skills]].&lt;br /&gt;
* {{key|i}} Inventory - Shows all the items the creature is carrying. Also shows the bloodstains, mud and goo that accumulates on creatures. &lt;br /&gt;
* {{key|w}} [[Wound]]s - Shows the creature's health. Bright white means the body part is unharmed. Effects like &amp;quot;Thirsty&amp;quot; and &amp;quot;Unconscious&amp;quot; are also listed here. &lt;br /&gt;
* {{key|p}} Preferences - This menu includes a number of sub-menus: &lt;br /&gt;
** {{key|l}} Labor - This lists which types of [[job]]s the dwarf will accept. Very important for controlling their behaviour.&lt;br /&gt;
** {{key|e}} Work Dogs - Assign [[train]]ed [[dog]]s to this dwarf. &lt;br /&gt;
** {{key|s}} Soldering and Hunting - Change the dwarf's [[weapon]] and [[armor]] choices. &lt;br /&gt;
** {{key|A}} Activate/Deactivate dwarf - Draft the dwarf into the [[military]].&lt;br /&gt;
** {{key|z}} View Profile - Views a dwarf's [[profile]]. From here, you can view [[thought]]s and [[preference]]s, view his [[relationship]]s, and give him a custom nickname or [[profession]] title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Rooms/Buildings, q===&lt;br /&gt;
This command has quite different effects, depending on what you examine with it.&lt;br /&gt;
*If you view a [[workshop]] you can change what tasks are being worked on. &lt;br /&gt;
*If you view a piece of [[furniture]] you can define a [[room]] from it (e.g. a [[bed ]]into a [[bedroom]], a [[chair]] into an [[office]], etc). Depending on the type of furniture there are additional options (e.g. a [[door]] can be locked, a [[coffin]] can be used for either [[pet]] or [[citizen]] burial). You can also assign the room to belong to a specific dwarf, if you wish.&lt;br /&gt;
*If you view a [[farm plot]] you can change what crops are being planted.&lt;br /&gt;
*If you view a [[stockpile]] you can change what types of objects are stored there, how many [[barrel]]s are used, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View items in buildings, t===&lt;br /&gt;
The i{{key|t}}ems command is used to see items that are actually inside buildings, such as [[workshop]]s, [[depot]]s, and [[trap]]s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squads, x===&lt;br /&gt;
This command is used to control your military squads. The options are:&lt;br /&gt;
*{{k|l}} Lock on squad - Instead of selecting the squad nearest the cursor this squad will remain selected.&lt;br /&gt;
*{{k|p}} Add a patrol route - Add a series of points and the squad will walk around them.&lt;br /&gt;
*{{k|x}} Delete patrol route - Self-explantory.&lt;br /&gt;
*{{k|s}} Station squad - The squad will congregrate around the point you define. This is overridden if they have a patrol route {{verify}}.&lt;br /&gt;
*{{k|z}} Zoom to commander - Self-explantory.&lt;br /&gt;
*{{K|+}}/{{K|-}} Lock on another squad - change which squad you have selected.&lt;br /&gt;
&lt;br /&gt;
=Order your Dwarves=&lt;br /&gt;
&lt;br /&gt;
These commands affect what your dwarves do. These also use the cursor. &lt;br /&gt;
&lt;br /&gt;
==Build==&lt;br /&gt;
{{key|b}} Use this command to [[build]] rooms, place [[furniture]], start [[farm]] plots, and such.&lt;br /&gt;
*{{key|w}} '''[[Workshop]]s'''&lt;br /&gt;
*{{key|C}} '''[[Construction]]'''&lt;br /&gt;
*{{key|T}} '''[[Trap]]s'''&lt;br /&gt;
&lt;br /&gt;
==Designate==&lt;br /&gt;
{{key|d}} Use this to mark stone to be [[mine]]d out, trees to be cut, [[plant]]s to be gathered, walls and floors to be smoothed or [[engrave]]d, and so on. You can also [[forbid]], [[dump]], [[melt]] or [[hide]] items and rooms. &lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
{{key|p}} Used to create [[stockpile]]s. &lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
{{key|i}} Mark an [[activity zone]] for drinking [[water]], [[fishing]], [[dump]], or [[sand]] collection. This interface is the reverse of designate and stockpile commands: you mark out the rectangular area first, and define what it does afterwards.&lt;br /&gt;
&lt;br /&gt;
=Fortress Information=&lt;br /&gt;
&lt;br /&gt;
These commands take you away from the map, to an informational screen. Some of them also let you give orders. &lt;br /&gt;
==Announcements==&lt;br /&gt;
{{key|a}} This screen logs the announcements that appear at the bottom of the screen. Use it to see any you missed, or scroll up the early history of your fortress. &lt;br /&gt;
&lt;br /&gt;
==Civilizations==&lt;br /&gt;
{{key|c}} A list of other civilizations within distance for [[trade]] or [[war]]. &lt;br /&gt;
&lt;br /&gt;
==Unit List==&lt;br /&gt;
{{key|u}} A list of every creature on the map. Dwarves are listed first, then [[tame]] animals, then hostile creatures, then wild animals. Even dead creatures are listed here, so you can track your fallen dwarves. &lt;br /&gt;
* {{key|c}} '''Zoom to Creature''' This takes you to [[#View Creature|View Creature]] mode, with the cursor centered on the selected creature. &lt;br /&gt;
* {{key|v}} '''View Profile''' &lt;br /&gt;
* {{key|b}} '''Zoom to Building''' Takes you too the [[building]] associated with the the dwarf's current task. For hauling tasks, this is the destination [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{key|m}} This one looks a lot like the Unit List screen, except &lt;br /&gt;
* {{key|w}} '''Weapons''' Changes a soldier's weapon &amp;amp; armor preferences. &lt;br /&gt;
* {{key|Enter}} '''Promote''' Changes to the promotion/organize unit mode. Be careful! It's hard to tell that you're in a different mode.&lt;br /&gt;
&lt;br /&gt;
==Room List==&lt;br /&gt;
{{key|r}} Lists all [[Rooms]], [[Buildings]], [[Stockpiles]], and even [[Activity zones]] in the fortress. For rooms, it includes the room's quality and the owner's name. It includes quick access to each room's {{k|q}} and {{k|t}} menus.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{key|l}} A list of the [[artifact]]s your fortress has produced. &lt;br /&gt;
&lt;br /&gt;
==Nobles &amp;amp; Administrators==&lt;br /&gt;
{{key|n}} &lt;br /&gt;
&lt;br /&gt;
==Fortress Overview==&lt;br /&gt;
{{key|z}} This screen is filled with useful information, like your fortress's net worth, and how much food and drink you have left. &lt;br /&gt;
* '''Animals'''&lt;br /&gt;
* '''Kitchens'''  From here you can specify what [[food]]s can [[cook]]ed or [[brew]]ed. &lt;br /&gt;
* '''Stone''' &lt;br /&gt;
* '''Stocks''' This is an in-depth listing of every item, down to every rotting rat corpse. The accuracy of the your item count depends on your [[bookkeeper]]. &lt;br /&gt;
* '''Justice''' Shows the details of the dwarven [[justice]] system, once you have one.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Options &amp;amp; Orders==&lt;br /&gt;
{{key|o}}&lt;br /&gt;
&lt;br /&gt;
==Hot keys==&lt;br /&gt;
{{key|h}}&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41417</id>
		<title>40d:Controls guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41417"/>
		<updated>2008-10-26T00:54:14Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: /* Squads, x */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a beginner's guide to Fortress Mode interface [[controls]]. This page assumes the default [[key binding]]s. &lt;br /&gt;
&lt;br /&gt;
As a beginner it is reccomended that you familarise yourself with the '''(View Unit - Preferences - Labor)''' submenu, the '''View buildings''' menu, the '''Designate''' menu, and the '''Build''' menu.&lt;br /&gt;
&lt;br /&gt;
==Viewing menus==&lt;br /&gt;
There are 5 menus for gaining more information about the map and the creatures that inhabit it. When used a yellow X-shaped cursor appears which you can move around the map to gain information.&lt;br /&gt;
&lt;br /&gt;
===Look Around, k===&lt;br /&gt;
The loo{{k|k}} command shows you individual map tiles and what is standing/resting upon them. The menu displays [[Creatures]], [[Objects]], [[Buildings]], [[Map tiles]] in that order. You can use the {{k|+}} {{k|-}} keys to browse these things and press {{k|Enter}} to gain more detailed information.&lt;br /&gt;
&lt;br /&gt;
You can also designate an item to be [[forbid]]den, [[dump]]ed, or [[melt]]ed from this menu, if it is allowed (You can't designate a loaf of bread to be melted, for example!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Units, v===&lt;br /&gt;
The {{key|v}}iew command gives detailed information on creatures: a [[dwarf]], an [[animal]], a [[goblin]], etc. You do not need to place the cursor directly over the creature, information is given on the nearest creature. If multiple creatures are occupying the same tile use {{key|v}} to cycle through them. &lt;br /&gt;
&lt;br /&gt;
This command has several different menu views:&lt;br /&gt;
* {{key|g}} General -  Name, occupation, [[attributes]] and [[skills]].&lt;br /&gt;
* {{key|i}} Inventory - Shows all the items the creature is carrying. Also shows the bloodstains, mud and goo that accumulates on creatures. &lt;br /&gt;
* {{key|w}} [[Wound]]s - Shows the creature's health. Bright white means the body part is unharmed. Effects like &amp;quot;Thirsty&amp;quot; and &amp;quot;Unconscious&amp;quot; are also listed here. &lt;br /&gt;
* {{key|p}} Preferences - This menu includes a number of sub-menus: &lt;br /&gt;
** {{key|l}} Labor - This lists which types of [[job]]s the dwarf will accept. Very important for controlling their behaviour.&lt;br /&gt;
** {{key|e}} Work Dogs - Assign [[train]]ed [[dog]]s to this dwarf. &lt;br /&gt;
** {{key|s}} Soldering and Hunting - Change the dwarf's [[weapon]] and [[armor]] choices. &lt;br /&gt;
** {{key|A}} Activate/Deactivate dwarf - Draft the dwarf into the [[military]].&lt;br /&gt;
** {{key|z}} View Profile - Views a dwarf's [[profile]]. From here, you can view [[thought]]s and [[preference]]s, view his [[relationship]]s, and give him a custom nickname or [[profession]] title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Rooms/Buildings, q===&lt;br /&gt;
This command has quite different effects, depending on what you examine with it.&lt;br /&gt;
*If you view a [[workshop]] you can change what tasks are being worked on. &lt;br /&gt;
*If you view a piece of [[furniture]] you can define a [[room]] from it (e.g. a [[bed ]]into a [[bedroom]], a [[chair]] into an [[office]], etc). Depending on the type of furniture there are additional options (e.g. a [[door]] can be locked, a [[coffin]] can be used for either [[pet]] or [[citizen]] burial). You can also assign the room to belong to a specific dwarf, if you wish.&lt;br /&gt;
*If you view a [[farm plot]] you can change what crops are being planted.&lt;br /&gt;
*If you view a [[stockpile]] you can change what types of objects are stored there, how many [[barrel]]s are used, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View items in buildings, t===&lt;br /&gt;
The i{{key|t}}ems command is used to see items that are actually inside buildings, such as [[workshop]]s, [[depot]]s, and [[trap]]s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squads, x===&lt;br /&gt;
This command is used to control your military squads. The options are:&lt;br /&gt;
*{{k|l}} Lock on squad - Instead of selecting the squad nearest the cursor this squad will remain selected.&lt;br /&gt;
*{{k|p}} Add a patrol route - Add a series of points and the squad will walk around them.&lt;br /&gt;
*{{k|x}} Delete patrol route - Self-explantory.&lt;br /&gt;
*{{k|s}} Station squad - The squad will congregrate around the point you define. This is overridden if they have a patrol route {{verify}}.&lt;br /&gt;
*{{k|z}} Zoom to commander - Self-explantory.&lt;br /&gt;
*{{K|+}}/{{K|-}} Lock on another squad - change which squad you have selected.&lt;br /&gt;
&lt;br /&gt;
=Order your Dwarves=&lt;br /&gt;
&lt;br /&gt;
These commands affect what your dwarves do. These also use the cursor. &lt;br /&gt;
&lt;br /&gt;
==Build==&lt;br /&gt;
{{key|b}} Use this command to [[build]] rooms, place [[furniture]], start [[farm]] plots, and such.&lt;br /&gt;
*{{key|w}} '''[[Workshop]]s'''&lt;br /&gt;
*{{key|C}} '''[[Construction]]'''&lt;br /&gt;
*{{key|T}} '''[[Trap]]s'''&lt;br /&gt;
&lt;br /&gt;
==Designate==&lt;br /&gt;
{{key|d}} Use this to mark stone to be [[mine]]d out, trees to be cut, [[plant]]s to be gathered, walls and floors to be smoothed or [[engrave]]d, and so on. You can also [[forbid]], [[dump]], [[melt]] or [[hide]] items and rooms. &lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
{{key|p}} Used to create [[stockpile]]s. &lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
{{key|i}} Mark an [[activity zone]] for drinking [[water]], [[fishing]], [[dump]], or [[sand]] collection. This interface is the reverse of designate and stockpile commands: you mark out the rectangular area first, and define what it does afterwards.&lt;br /&gt;
&lt;br /&gt;
=Fortress Information=&lt;br /&gt;
&lt;br /&gt;
These commands take you away from the map, to an informational screen. Some of them also let you give orders. &lt;br /&gt;
==Announcements==&lt;br /&gt;
{{key|a}} This screen logs the announcements that appear at the bottom of the screen. Use it to see any you missed, or scroll up the early history of your fortress. &lt;br /&gt;
&lt;br /&gt;
==Civilizations==&lt;br /&gt;
{{key|c}} A list of other civilizations within distance for [[trade]] or [[war]]. &lt;br /&gt;
&lt;br /&gt;
==Unit List==&lt;br /&gt;
{{key|u}} A list of every creature on the map. Dwarves are listed first, then [[tame]] animals, then hostile creatures, then wild animals. Even dead creatures are listed here, so you can track your fallen dwarves. &lt;br /&gt;
* {{key|c}} '''Zoom to Creature''' This takes you to [[#View Creature|View Creature]] mode, with the cursor centered on the selected creature. &lt;br /&gt;
* {{key|v}} '''View Profile''' &lt;br /&gt;
* {{key|b}} '''Zoom to Building''' Takes you too the [[building]] associated with the the dwarf's current task. For hauling tasks, this is the destination [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{key|m}} This one looks a lot like the Unit List screen, except &lt;br /&gt;
* {{key|w}} '''Weapons''' Changes a soldier's weapon &amp;amp; armor preferences. &lt;br /&gt;
* {{key|Enter}} '''Promote''' Changes to the promotion/organize unit mode. Be careful! It's hard to tell that you're in a different mode.&lt;br /&gt;
&lt;br /&gt;
==Room List==&lt;br /&gt;
{{key|r}} &lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{key|l}} A list of the [[artifact]]s your fortress has produced. &lt;br /&gt;
&lt;br /&gt;
==Nobles &amp;amp; Administrators==&lt;br /&gt;
{{key|n}} &lt;br /&gt;
&lt;br /&gt;
==Fortress Overview==&lt;br /&gt;
{{key|z}} This screen is filled with useful information, like your fortress's net worth, and how much food and drink you have left. &lt;br /&gt;
* '''Animals'''&lt;br /&gt;
* '''Kitchens'''  From here you can specify what [[food]]s can [[cook]]ed or [[brew]]ed. &lt;br /&gt;
* '''Stone''' &lt;br /&gt;
* '''Stocks''' This is an in-depth listing of every item, down to every rotting rat corpse. The accuracy of the your item count depends on your [[bookkeeper]]. &lt;br /&gt;
* '''Justice''' Shows the details of the dwarven [[justice]] system, once you have one.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Options &amp;amp; Orders==&lt;br /&gt;
{{key|o}}&lt;br /&gt;
&lt;br /&gt;
==Hot keys==&lt;br /&gt;
{{key|h}}&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=How_do_I_assign_tasks_specifically_to_dwarves&amp;diff=41953</id>
		<title>How do I assign tasks specifically to dwarves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=How_do_I_assign_tasks_specifically_to_dwarves&amp;diff=41953"/>
		<updated>2008-10-25T23:16:12Z</updated>

		<summary type="html">&lt;p&gt;Solarshado: Changed the key mentions to use the key template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is not something you can actually do; What you do instead is tell each dwarf what types of jobs to take, and it will pick its own jobs from all the jobs that need to be done. Here is an elaboration:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should {{key|v}}iew a dwarf's {{key|p}}references and {{key|l}}abor, in order to see a list of jobs. Select which jobs you want that dwarf to do, and deselect the jobs you want it not to do. For example, if you want a dwarf to mine all the time, select mining and turn off all other jobs (like the hauling jobs near the bottom of the list that are always on by default.) Then that dwarf will only do mining jobs, and as long as you have {{key|d}}esignated some area that needs to be mined, that dwarf will take care of it.&lt;br /&gt;
&lt;br /&gt;
Some jobs are generated at workshops. If you {{key|b}}uild a {{key|w}}orkshop for {{key|m}}asons, a dwarf with the Masonry labor activated will put it together for you. Once the workshop is assembled, you can look at it with the {{key|q}} key, and select a list of things you want built. For example, if you {{key|a}}dd a request for rock {{key|d}}oors to the list of things to be done at that workshop, a dwarf with the Masonry labor activated will come along and start making them. If you want him to do it sooner rather than later, be sure to deselect all his other labors besides Masonry (again, especially hauling.)&lt;/div&gt;</summary>
		<author><name>Solarshado</name></author>
	</entry>
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